Talking point: an extraordinary year for playing certainly did not come easily

New Leaf Animal Crossing© Nintendo

It is not surprising that we are at a point of reflection, for we are now past a year of life that has been revived and drastically changed from what it was before. In fact, our day-to-day routines have probably not been ‘normal’ for some time, but a constant part of our lives of everyone who reads them, we have kept up – game.

This is not a new topic; we talked to developers about the impact of COVID-19 on their teams, and we looked at the incredible cultural impact of Animal crossing: new horizons as it clashed, among other things, with an unprecedented point in recent human history. Also from a business standpoint, the video game industry has shown an increase in interest rates and indeed profits; game has never been ‘mainstream’ again. Actually, we are at the point where discussions about its role in entertainment and culture are unnecessary; it is now long established.

So how did games take the most challenging year in memory – at least for many of us – and not only survive but thrive? First, it is uniquely placed along with TV streaming services.

So how did games take the most challenging year in memory – at least for many of us – and not only survive but thrive? First, it is uniquely placed with TV streaming services. We have been sitting at home for a long time and if we are looking for entertainment, we will go to the TV or similar device. So far so obvious.

Hardware sales have obviously risen, and at the beginning of it all, the Nintendo Switch was the most recent console to be launched and a perfect fit for the times; demand is often less than supply. The insatiable demand for PS5 and Xbox Series X / S was – at least in part – driven by this, but Sony and Microsoft obviously had serious manufacturing and material issues. Nintendo has fallen into a good spot, not just like Animal Crossing which has taken off, but also with established manufacturing pipelines and supply chains; this past spring a hit was taken when factories closed, but from the late summer of 2020, Nintendo can pick up and make the hay.

For the Triple-A parts of the software industry, it was actually a mixed period. On the one hand, massive titles that it did coming out the door, there are usually significant sales due to our appetite for new games; releases like Assassin’s Creed: Valhalla performed exceptionally well, but like so many great games it had bug issues (ahem, Cyberpunk 2077).

Bowser's Fury© Nintendo

Nintendo has probably had a mixed time in terms of the quality and depth of releases, even if its accountants would not mind. Paper Mario: The Origami King was enjoyable, but the series is not the company’s most sought-after venture (although the Switch entry was the fastest-selling for the IP).

Hyrule Warriors: Age of Calamity has definitely got the blood for Zelda and BoTW fans, and is an excellent title that pushes the hardware to its extreme nonetheless; the Korok forest level is painful but does not matter. Past it was not much new as such, but capitalized on from nostalgia and Mario’s anniversary; even the most ardent fans should probably admit that the Super Mario 3D All-Stars collection was a bit bland as a festive product. Bowser’s Fury, as a new game in its Super Mario 3D World package, was innovative and fun, but even that probably lacks aspects of the usual Nintendo polish; this is not necessarily a harsh critique of the impact, as Nintendo sets itself such a high standard for the franchise, but a reality of the disrupted development process.

It was often smaller titles that captured the closing spirit. Players of all kinds wanted to feel connect with family and friends, and games have become a great way to achieve that.

For smaller developers, of course, there were logistical challenges, and we’re talking again about some aspects of the past year that would hurt the area. In terms of game production, many of these small teams have probably already worked remotely (‘medium-sized’ India found it more difficult), at least to some extent with staff spread all over the world. It would not have been easy – far from it, but the agility and flexibility of smaller studios served them well.

This has made 2020 an incredible year for the best Indie games to start in the mainstream, as complex triple-A projects have struggled to make progress and have often been delayed – ‘come now in 2022’ is a familiar line for important titles that also target this year, so these issues continue.

It is not surprising that it was often a simple concept, easy to play titles with a multiplayer focus that captured the closing spirit. Players of all kinds wanted to feel connect with family and friends, and games have become a great way to achieve that. Fall Guys: Ultimate Knockout definitely took advantage of this, with the clever decision to include it in PlayStation Plus, which significantly improved its exposure, as well as the significant computer sales. It is often overlooked that Devolver Digital is releasing this game, so it was not an enjoyable Indie release out of nowhere, but the smart edition of the publisher with Sony was essential. It’s also easy to play and enjoy, which has been a trend for viral hits over the past year. We’re interested to see how it goes with Switch owners when it comes to their console later this year.

Between us© Innersloth

Then of course there are still Between us, which is probably the bigger story, because it really was the work of a small team without big fans. If you look at the simultaneous Steam maps, it’s fascinating because it’s a game that crossed with a small but loyal user base for some time, before it exploded into life last year thanks to its strong design and the novelty of powerful influencers. love with it. The story is an exponential growth during the summer and fall of 2020 after its inception big break, and is now a big part of the current Indie game scene. Again, it captures what is needed to play with and make contact with others, and do so in a fun way. Valheim is the current viral hit on a computer, and this trend will no doubt continue for a while.

The trends of the past crazy year are fascinating, but the ultimate goal of this little piece is to give a hint of thanks to developers and publishers of all sizes, from triple-A to the smallest India, who have delivered so many excellent games the past year. Every challenge we have all experienced – and it will vary for each individual – would have been the same for these game creators. If you think about the quality and depth of games over the past year, it seems even more amazing if you keep them in mind.

Most importantly, play had to show a wider audience that many of us have known for decades. Video games matter, the experiences they give us matter. Whether it connects headphones and embarking on a solo adventure, or making contact with others for multiplayer screens, games provide a degree of immersion and entertainment that is unique. As a medium, it has amazing power, and it has shone over the past year.

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