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6 Reasons Why Gaming is Stronger Than Ever

6 Reasons Why Gaming is Stronger Than Ever

“You still play games?” they ask me, surprised but not condescending. “That's cool. I used to play but I dropped it – it just isn't as good as it used to be.” Those last ten words really stick in my teeth, everyone. Of course, it's an opinion, and whoever espouses that opinion is entitled to it, even if it's total rubbish. In a totally factual sense, gaming's done nothing but grow; overtaking Hollywood as the #1 entertainment industry. Of course, a big industry doesn't necessarily ensure quality, but in the case of gaming, I'll beg to differ. Here are my six reasons why gaming's stronger than it's ever been.

There are fewer and fewer barriers to coding

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This reason is contentious: there's been considerable backlash towards engines like Twine emerging, with some commentators opining that engines like it make it “too easy” to make games. I've read hundreds of tweets and opinion pieces saying the same thing, dressed up to sound scary, but it only sounds like a positive to me. Powerful, robust, and easy-to-use engines like Ren'Py, Twine, and RPG Maker make it all the more simpler for people to tell stories within the medium of games, and this is wholeheartedly a positive thing, as it allows stories to be told that simply wouldn't have been told as the technological barriers to entry would have stopped great new storytellers from emerging. Of course, there's always been ways to make games by yourself at home – it's been done since the 80s on home computers with the likes of Jet Set Willy – but it has often felt nigh-on impossible to those of us not blessed with the skills and time needed to master code. The breakthrough of these code-light engines has strengthened gaming by increasing choice.

Greater variety these days thanks to Steam, Origin, PSN, itch.io etc

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“Choice” is a word of key importance to this item – 10, 15 years ago, releasing a game was a great deal more difficult that it is now. In those days you'd have to source a publisher, and on their end of the deal, they'd have to get games pressed and printed as well as securing deals with distributors to get games into the hands of the players. Not the case these days, as online distribution services have made it even easier for smaller developers and indeed smaller games that don't necessitate a full release to find their audience. Perhaps the easiest of all of these is itch.io, where bedroom developers can upload and sell their games within minutes for much lower prices than AAA releases. The best part of this is that gamers can support these small developers; those pursuing the dream of creating games can earn rent and make a life for themselves by creating the games that they want to make, instead of selling out and aiding in the production of Shooty Shooty Bang Bang: 2016 Edition. Now the little guy stands a chance in the (now much more expanded) market, and we can support that. It's an incredible thing.

Different types of games have emerged – everything from toilet breaks to a thirty hour slog

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Much like war (if you believe Metal Gear Solid and not Fallout), games have changed. If you bought or rented a game in the past, the presumption was that playing it would last you quite a while, either through the Mario-style challenge of pulling yourself up by your bootstraps, or through sheer mass of gameplay like in Final Fantasy. Now, though, there exists a wide range of games of all different lengths for all different situations. Want a long, long game? Fallout 4. Want something to play while you're on the toilet? Angry Birds. Something that gives you short, sharp pangs of satisfaction in quick bursts? Geometry Wars. A title that's good to play before bedtime? Ace Attorney. The list goes on – never has there been a time where the phrase “there's something for everyone” been so apt to gaming.

The Internet has provided communities for all of us

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Alright, so this might not be the best of examples – the Internet and gaming have always mixed like water and magnesium – but instead, look at it like this: you live in a small community, and you're the only fan of Elite Beat Agents for miles. The internet has allowed people of those similar passions to get together, celebrate the works they love, and make art and fan games – most of which are PG – all in the name of their passion for gaming. These communities can often act as gateways to discovering other new games that might not be as well known – if you liked competitive fighters, but were only aware of the likes of Street Fighter and Tekken, the internet could well make you aware of new games in the field like BlazBlue and Skullgirls, and as such, getting involved with games online has proven to be a much quicker and deeper way of keeping your finger on the pulse – especially since the decline of gaming print media.

Increase in gaming media

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Back in the day, before the internet became as necessary as it is now, many peoples’ (and certainly mine) main source of anything game related was magazines. The likes of Nintendo Power, Edge, and Famitsu did a stellar job, but the main drawback was that once you read your magazine cover to cover, that was your lot for the month. Now, though, the information superhighway has given us access to anything gaming up the wazoo – endless developer Twitter and Facebook feeds, thousands of gaming websites, easy access to press releases – and that's just what's in print! The explosion of video reviews and let's plays on YouTube means that anyone with even the slightest interest in games always has something to consume. The coverage is so much stronger and accessible that it's easier to stay invested in the industry at large, which keeps us all interested, thereby strengthening it.

A greater focus on “games as art” has completely opened up what we can do with games

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“Are games art?”. That's a discussion for another person – what we do know is that the strong arguments for both “yes” and “no” have greatly developed the industry beyond the simplicity of balls and explosions. Grand Theft Auto III was probably the first true example of this, that games could be so much more than just toys. While he's still heavily derided, David Cage brought something special to the table with Fahrenheit and Heavy Rain; while titles such as Rez, Shadow of the Colossus, and Okami prove that these games deserve to be in a museum somewhere. Games need not be just a pastime any more – they can be an experience.

Ben McCurry

Ben McCurry

Mobile Writer

Writes about videogames. Hopelessly incompetent at making his own, he has settled for criticising others people's games instead

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