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Gaming: Evolution and Devolution

People often have trouble understanding the word “tradeoff”, sure enough it’s easy enough to understand as exchange but in today’s corporate parlance it is meant as exchange of one commodity as a cost for another. I was playing Final Fantasy’s Dissidia on the good old PSP yesterday when I marveled at the game’s replay value, yes I have spent over 50 hours on it already, which is what this entire topic is all about.

Normally if you look at the oldest games like Mario and Dave, they had one thing unanimously common, addiction to it. Not that I am propagating obsession towards anything, however this is what the current paradigm of gaming has come down to; a commodity. I have always been a gamer, I will not deny that and this is exactly what my contention with gaming today is. The first games had a lot of things that hooked people up but most of all it was about the level of engagement that the player had with the game environment or the “world” of the game. And this engagement has little to do with the 3D graphics or the extensive options available.

Let us take a look at the progression; first it was the advent of the simple arcade type games which were phenomenal to a certain point. Kept players hooked and introduced a whole new boom of media into the world. This was where literally every child was begging for the Atari systems and your Pentium II and III machines had Sega and NeoGeo emulators installed (mine still has both installed by the way) and game play elements were about difficult commands mixed in with clever sequences. Take this forward a bit further and the same two systems incorporated decent mixed stories and continuity in the games enhance the media capabilities being explored in the two avenues. The fighting game series KOF is an ardent testament to that and from there came the further boom of turn based strategy and role playing games which became akin to “user controlled novels” on computers. This adaptability of both game-play and media can be called as the turning curve of the gaming industry.Because this was where a lot of business heads realized that the games could be used to simulate a lot of things, pretty much everything so the potential as a business commodity was obvious even from then on. The progress from then on was about enhancing the visual effects of the game, the additives were obvious the visuals needed more work so in came the influx of investment in gaming studios and the push for 3d graphics into gaming. That apex can be called as the secondary curve because once that was established, the potential for business gain via games became second to almost none. Hollywood movies will tell you the story of boom and fall without fail but games have the replay factor attached to them irrespective of their audience size that guarantees reward.

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