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I think you have just a somewhat unrealistic and unhealthy definition of 'finish'
And that endorses the fact that game design is all about getting it to sell and hoping that the players will accept unfinished games.
I think most players expect a game to be finished when they buy them. Luckily I watch a lot of reviews and don;t buy as many games as I use to. This is the truth of the money devs are losing because they think we will buy badly designed games.
Problem is the first few times you play a genre it's going to feel fresh and amazing. But after playing those games for years, or decades, there's only so many ways you can make the experience feel amazing end to end.
Some games are just better than others. Most games are just OK. That's always been the case. It's not a new facet of games today. And that's never going to change.
Yeah the industry is still evolving. And that's got pros and cons. Games can continue on and have continued development for years. Twenty years ago that wouldn't happen. Maybe there's a couple of minor patches or an expansion pack. But that's it. But nowadays games can see support for years.
As for my library of unfinished games. I don't think that's a problem with games. I think it's a problem with being an adult and having a lot of disposable income and games being extremely cheap. Between sales, Humble Bundle, and things you actually want, and things you impulse buy... it's not that hard to have a library of more games you can play. Especially when you're working against a finite amount of time.
Making games "better" won't solve those issues.
Most games I've played have been finished. Every now and then, something feels rushed or even lacking (like recently, "Ary and the secret of seasons" had 2 seasons with specific effects, and 2 that did... nothing) but that's not very common.
For games that are done in "chapters" I'd not even consider getting them before all the parts are available...
Sometimes, the voice acting might be incomplete -- but that's likely to be a budget thing.
When devs end up with a large team, the potential seems to be much more viable.
I guess what I saying less games might mean better games. Bigger dev teams would be needed.
Also you can't fault a game for leaving out a few sequel hooks.
The problem is that unlike movies, or books. Games are interactive which causes a unique issue with pacing. And due to the very subjecttive nature of the medium,
Typically games manage pacing by steadily ramping up difficulty and challenge and then bam. You've beaten the game. ALl the tension gets released and you feel good. It worked and still does. But the more mechanics you cram into a game the harder it gets. And then there's the narrative.
The problem is when a game has a good stoy and a very interestin
Games are finished...you are just unsatisfied by the conclusion.
And they may jyust see you as someone who's drifting out of the habit.
Again I don't think you understand what this word 'unfinished' means because you keep throwing it around for games that are, you know, finished.
This has nothing to do with whether a game is 'finished' or not
Again I recommend you stop using words you apparently don't understand the meaning of
Yeah I'm sure Captain No Name No Dev Experience has the solution for all their problems
Small games can be good. Simple games can be good.
Gross oversimplification. More and more people working on a game doesn't translate into a better game automatically. Big projects fail, large teams fail. There are no golden hammers.
Larger dev teams are more expensive, so now games cost a lot more to make, which means they have to be extremely successful to make their money back. Which means making games is extremely risky, so the only games that will get made will be the ones guaranteed to make money.
A lower quantity of games being produced in no ways guarantees a higher ratio of quality. It's wishful thinking.
Games are entertainment. Like all other mediums, there's a place for big budget titles. There's a place for indie titles. There's a place for constant rehashing of games. There's a place for grand new ideas and novel new ideas. There's a place for success and failure.
Trying to get rid of bad games and the sort of circumstances that you believe produce them means a lot of good games get chopped too. Simple as that.
I also love long animated films.
I don't want just long animated films.
I don't want just long supposedly-triple-A-games. I like short and sweet ones. I even like those that might seem lesser quality, depending on how that plays out.
There's room for everything.
And also: many adult users of steam know that many games aren't completely polished, completely bug free, etc - when they buy them. Long ago, they were also not completely polished, completely bug free, when they were *pressed onto disks* and sold in plastic shell packaging and didn't require steam to be able to update them when the developers realize there was an error. You got what you got. 'Finished' game sold.
Not bashing them.
TThere is one way to do it. But it basically involves closing the door on using the characters of the previous game.
Final Fantasy manages this, as did the Breath of Fire games.