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Well, yes. It's a very clear indicator of priorities, isn't it? It's the difference between a group of passionate people making something they'd want to play, and a group of cynical and jaded 9-to-5ers ticking off the checkboxes their corporate overlords have foisted on them. As the industry has generated more and more money, more corporate vultures in suits who have never played a "vidjeo jame" in their lives have moved in to extract that money. They don't know what makes a good game, and frankly, they don't care; end of quarter reports are what matter, so do all the things our market research department says people want and that are popular now, and jam this monetisation system into it because our reports say that it improves revenue by 8%. And shove all the god damn anti-piracy measures you can in to stop people STEALING money from us! Oh, and remove that, and this, and can we make this character black and/or female to appease the DEI screechers? No it doesn't matter if those things fit the game or actively make it worse, just do your job and do as I say!
The best example of this to me comes all the way back in the 90s, actually, courtesy of Naughty Dog developing Crash Bandicoot. To hear Andy Gavin tell it;
Jason Rubin elaborates;
I cannot think of very many dev teams that would have the sheer balls to do such a thing today.
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