[ AGAINST NEW GAMES: TRANS-GENERATIONAL MANIFESTO v0.5 ] ...PREAMBLE p.1 The state of videogames today is abysmal. While the gaming industry has always been dominated by commercial concerns, there remained room for development teams to express themselves and their love for the medium. This is no longer the case on any meaningful scale. The profit motive has come to dominate in every aspect of game development and the result is an average standard of quality so low, and general expectation of consumer exploitation so high, the only historical comparison is the period immediately preceding the Great Videogame Crash of 1983. Publishers routinely participate in hostile, anti-consumer practices and behave unethically in every aspect of the industry. p.2 The worst part is, as the costs keep rising, the games aren't getting any better. How many times will we be forced to invest in upgrades just to keep playing the same thing? Or better yet, why should we? ...AGAINST NEW GAMES 1. GOOD GRAPHICS ARE UNIMPORTANT a. Photorealistic graphics is primarily a marketing gimmick. It’s used to sell the new generation of hardware, but does nothing to improve gameplay. b. Good graphics, used to describe whatever is closest to photorealism at the moment, is a relative term. It’s a moving standard that becomes outdated each generation: yesterday's realism is today's eyesore. c. The technical quality of graphics has little influence on the actual experience of play. The visual aspect of the game experience is largely affected by its art design, not the graphical standard. d. Emphasizing photorealism in art design is a short-term decision. It looks good only in the current generation but ages very poorly in comparison to stylized or abstracted visuals. e. Emphasis on good graphics is responsible for the elimination of local multiplayer due to the cost of re-rendering visuals on multiple screens. This artificially reduces the lifespan of a game, hurts videogaming's social factor and limits the ability to play with friends to only those who own the same game and system. f. The drive for visual quality is the primary factor raising the cost of game development. The result is that game companies experience tighter profit margins and are forced to limit design decisions to what's conservative and market- friendly. 2. THE HARDWARE TREADMILL IS POINTLESS a. The hardware benefits to technical complexity have plateaued. Development will hit other ceilings long before they do a hardware limitation. b. The continuously rising hardware standards now exists entirely to support the constantly rising graphical standard. c. Consumers are forced to upgrade their hardware each generation to continue playing new products, but this hardware treadmill does not do anything to benefit gameplay or game design. Only the graphical standard changes, despite its unimportance. d. Games could be optimized to match older hardware if developers choose to, but they don’t, forcing everyone to stay on the hardware treadmill to continue playing new games. The exceptions prove the rule: Serious Sam 3, Overwatch, etc. 3. HARMFUL PRACTICES HAVE BECOME INDUSTRY STANDARD a. The industry as a whole increasingly employs consumer-hostile practices in its publication and distribution, such as: artificially restricted exclusivity, Digital Rights Management, vendor lock-in, centralized multiplayer servers, subscription-restricted online access, paid DLC, subscription releases or seasonal passes, exclusive content and pre-order bonuses, limited backwards compatibility, P2W and microtranscation models. b. Even the independent industry, which has heavily commercialized over the last decade, has largely taken to harmful practices, such as: early access, non- investment crowdfunding, DRM, paywalled content, closed source & non-free software c. It is uncomfortable to participate in and unethical to support this industry. Its harmful practices will only change when consumers as a group reject it. 4. GOOD GAMES DON'T AGE a. In the long-term, games are evaluated on the merits of their gameplay and design, not the technical achievement of its graphics. b. Game design changes slowly and innovations have been few after 3D settled down. Any game made today could easily have been made 10 years ago - if we discount graphics. c. The best games of the past are all just rewarding to play today as they were at their release. Good game design is eternal. d. The majority of games of each generation will be forgettable, and given time, only the worthwhile ones will be remembered. There is little reason to bother sifting through today's trash when you can play yesterday's classics. e. The near-complete historical library of video games is readily accessible due to emulation. Across the long and wide breadth of videogaming, a lifetime isn't long enough to exhaust the list of highly regarded games. ...GAME LUDDITE MANIFESTO 1. REJECT GRAPHICAL QUALITY AS AN INFLUENCE ON YOUR INTERPRETATION OF A GAME’S VALUE. 2. REJECT ANY GAME THAT CANNOT BE PLAYED ON INEXPENSIVE HARDWARE. 3. REJECT ANY GAME THAT IS DESIGNED OR RELEASED WITH HARMFUL PRACTICES. 4. CONFIGURE YOUR SYSTEM(S) TO MAKE FULL USE OF THE EMULATION OPTIONS AVAILABLE. 5. CONSIDER ALL NEW GAMES RELEASED TODAY ALONGSIDE ALL GAMES RELEASED IN THE PAST, NOT ONLY IN THE ISOLATED CONTEXT OF ITS OWN GENERATION. 6. CONSIDER ALL NEW GAMES RELEASED TODAY FROM A LONG-TERM PERSPECTIVE. ASK YOURSELF: 20 YEARS FROM NOW, WOULD I CHOOSE TO PLAY THIS GAME, OR THE 40 YEAR OLD ONE?