Ten Gaming “Hot Takes” (Part 1)

Today I thought we could have a bit of fun and talk about some of my more controversial gaming opinions! This is the first part of a two-part list, so be sure to stay tuned in the days ahead for five more gaming “hot takes.” There were too many to fit into a single piece this time around!

Although this is intended to be lighthearted and somewhat tongue-in-cheek, these are opinions that I genuinely hold; I’m not making things up for the sake of clickbait. I’ll always give the caveat that I’m a fan of video games and an advocate for gaming as a hobby… but that doesn’t mean that there aren’t things to criticise from time to time!

A Sega Mega Drive console.
Let’s share some controversial gaming opinions!

Gaming has changed a lot since I first picked up a joystick at a kids’ club in the ’80s, and I’ve seen the games industry and games themselves evolve dramatically! Most of those changes have been for the better… but perhaps not every last one.

As I always say when we talk about potentially controversial topics: these are my wholly subjective opinions! I’m not trying to claim that I’m right and that’s the end of the affair – on the contrary: I’m acutely aware that I’m in the minority here! I share these “hot takes” in the spirit of thought-provoking fun, and you are free to disagree wholeheartedly.

With all of that out of the way, let’s take a look at some “hot takes!”

“Hot Take” #1:
An open world isn’t the right choice for a lot of games.

A screenshot of Jedi: Survivor showing protagonist Cal Kestis outside of a saloon.
Jedi: Survivor is a recent game that employed an open world style.

Open worlds became a gaming trend sometime in the early 2010s, and too many publishers nowadays insist on forcing the formula onto titles that are entirely unsuited to it. Some open worlds are great… but I’d argue that relatively few manage to hit the golden combo of being both a well-constructed open world and one that suits the game in question. There have been some fantastic open worlds in which stories were told that didn’t fit, and some games that could’ve been wonderful that were undone by the fetishisation of the open world formula in some corporate boardrooms.

In many, many cases, having distinct levels or separate sections of a larger map just… works. It allows for the game’s narrative to create an often-necessary sense of physical distance in between locations – something that even the best open world maps are usually unable to manage. And for an awful lot of stories – even in games that we might consider to be masterpieces – that can be important to the immersion.

Ryo Hazuki, protagonist of Shenmue, encounters a man dressed as Santa Claus.
An early open world pioneer was Shenmue on the Dreamcast.

Take Red Dead Redemption II as an example. That game is one of the very best that I’ve ever played… but there were several points in its single-player story where the open world formula came close to being a problem. After escaping the town of Blackwater by the skin of their teeth in the game’s prologue, Arthur Morgan and the gang roam around in the mountains for a while, before eventually finding a new place to make camp… literally five minutes away from Blackwater. And this would happen again later in the game, when the gang would escape the town of Valentine only to settle at a new campsite just up the road.

The game’s narrative presented these locations as if they were far apart, but the open world of Red Dead Redemption II, for all of the content that it was filled with, didn’t always gel with that. It’s a scaled-down representation of part of the United States, and I get that. But narratively, it might’ve worked even better if the game’s main acts took place in separate, smaller open maps instead of merging them all into one larger open world.

Arthur Morgan, the protagonist of Red Dead Redemption II.
Red Dead Redemption II is a masterpiece.

Red Dead Redemption II is, without a doubt, one of the best games that I’ve ever played. So if the open world could be a problem there… well, you don’t need to think too hard to find examples of the open world formula tripping up worse and far less enjoyable titles! There’s absolutely nothing wrong with creating separate levels for a game – as has been done really since the beginning of narrative video games. Doing so often allows for more diversity in locations, environments, and terrain – and it’s something more titles need to consider taking advantage of.

I could probably count on my fingers the number of games that have genuinely made good use of an open world formula, and that have used that style of map properly. And when I think about modern games that I’ve really enjoyed such as The Last of Us, Jedi: Fallen Order, or the Mass Effect trilogy, they don’t use open worlds – and they’re much better for it.

“Hot Take” #2:
Every game should have a robust easy mode – it’s an accessibility feature.

The Skyrim options menu with difficulty settings highlighted.
Difficulty options in Skyrim.

I’m a big believer in making games accessible to as many players as possible. That can mean including accessibility features like colourblindness settings, disabling quick-time events, or ensuring that subtitles are available. But it also means that players need to be able to tone down the difficulty – yes, even in your precious Dark Souls!

I suffer from arthritis, including in my hands and fingers. I don’t have the ability to pull off complicated multi-button combos any more – if I ever possessed such an ability! And as with any skill or set of skills, gaming abilities vary from person to person; even someone who isn’t suffering from a health condition may simply not be blessed with the reflexes or hand-eye coordination necessary to progress through some of the industry’s more punishing titles. Not to mention that many folks don’t have the free time to dedicate to learning precise button combos or the intricate details of specific boss battles.

A promotional screenshot of Kingdom Come: Deliverance.
Kingdom Come: Deliverance was a title I found too difficult to play, despite wanting to enjoy it.

And that’s a real shame – because there are some outstanding games that everyone should be able to experience. Stories in some games are truly awe-inspiring, and can be better in some cases than films or television shows. For those stories to be denied to people with disabilities or people who may not have the time to repeat the same boss fight or level over and over again is just… sad.

I absolutely detest the expression “not every game is made for every player” when this debate rolls around. It’s absolutely true that people like different things, so if I’m not into online multiplayer shooters then I’m probably not going to enjoy the next Call of Duty title. But that doesn’t apply to difficulty, or to making a game that millions of potential players are locked out of because of a skill mismatch or health condition. That kind of gatekeeping is honestly just pathetic.

A toddler or young child playing a racing game.
Gaming should be accessible to as many people as possible.

I’d also add that the reverse is true here: certain games can be too easy for some players, and including the option to increase the difficulty in that case is likewise a good thing and something that developers should seek to include.

Difficulty settings have been a part of games going back decades, and they aren’t all that difficult to implement. At the very least, giving players the option to skip a level or boss battle after failing it multiple times should be achievable for every developer – and I can’t think of a good reason why a studio that cares about its audience wouldn’t want to implement something so incredibly basic. It doesn’t “hurt” the game to include an easy mode, nor does it damage the developers’ “artistic vision.” An easy mode only impacts players who choose to turn it on – and in a single-player game, why should anyone be judgemental about that?

“Hot Take” #3:
Artificial intelligence isn’t “coming soon,” it’s already here – and the games industry will have to adapt.

Still frame from the film Terminator (1984).
Are you ready for the “rise of the machines?”

One of the hottest topics of 2023 has been the arrival of easily-accessible generative AI software. It seems that anyone can now create an article like this one, a photorealistic image of just about anything, an audio recording of a celebrity… or even code for a video game. This technology has well and truly landed, and I don’t see any practical way to prohibit or ban it – so the games industry is going to have to adapt to that reality.

I can see a lot of potential positives to AI. Modding, for instance, can now get a lot more creative, and we’ve seen already mods featuring AI voices that are basically seamless and can add a lot to a character or story. For smaller developers and indie studios, too, AI has the potential to be a massively useful tool – doing things that a single developer or small team wouldn’t be able to achieve.

"Matrix code" from the 2021 film The Matrix: Resurrections.
AI is already here – and could prove incredibly useful to game developers.

But there are unquestionably massive downsides. The games industry has seen significant layoffs this year – despite most of the big corporations making record profits. Corporations in all kinds of industries are looking to replace as many real humans as possible with AI software… and for an all-digital product like a video game, the potential for divisions or even entire studios being shut down is firmly on the table.

The arrival of generative AI is going to shake things up, and because of the way it works, I can absolutely see there being less creativity in the games industry if too many big corporations go down that road. Because of the way these AI programmes work, they aren’t capable of truly creating – only reworking things that already exist and generating something with the same parameters. If major video games start using AI in a big way, you can say goodbye to innovation and creativity.

An example of AI-generated art.
An example of AI-generated art that was created (in less than ten seconds) from a prompt I entered.
Image Credit: Hotpot Art Generator

Whichever company cracks AI first is, in all likelihood, going to be rewarded – so there may even be a kind of “AI arms race” within the games industry, as some of the biggest corporations duke it out to be the first one to strike the right balance between AI and human-created content. What that might mean for games in the short-to-medium term… I can’t really say.

Generative AI is here to stay, though, and I don’t see a way around that. Some folks have suggested boycotting AI-heavy titles, but these consumer boycotts seldom succeed. If a new game that relied on AI during its creation ends up being fun to play, I daresay it’ll get played. Most players don’t follow the ins and outs of the industry, and may never even know the extent to which their favourite game was created using AI. I hope you’re ready for AI… because I’m not sure that I am!

“Hot Take” #4:
Sonic the Hedgehog doesn’t work in 3D.

Promotional screenshot from 2014's Sonic Boom: Rise of Lyric.
3D Sonic.

We’re going franchise-specific for this one! I adored the first Sonic the Hedgehog games on the Sega Mega Drive. I didn’t have a Mega Drive at the time, but a friend of mine did and we played a lot of Sonic in the early ’90s! Along with Super Mario, Sonic was one of the characters who scaled the mountain and was at the absolute peak of gaming… for a time.

But Sonic’s sole gimmick meant that the character struggled to successfully make the transition from 2D side-scrolling games to fully 3D titles. Extreme speed is something that works well in a 2D title, but it’s hard to code and even harder to play in a 3D environment.

Cropped box art for the re-release of Sonic the Hedgehog.
Sonic’s “gotta go fast” gimmick works in 2D games… but not in 3D.

The most successful Sonic game this side of the millennium has been Sonic Mania… a 2017 title that was originally created by fans of the series before Sega got involved. Sonic Mania is an old-school 2D platformer in the style of the original Mega Drive games. It’s great fun, and a real return to form for Sega’s mascot after years of mediocrity.

Sonic’s fundamental problem begins with his sole superpower: speed. Extreme speed was something that felt wonderful in 2D… and not to mention incredibly innovative! But in 3D, it’s just so much more difficult to build worlds suited to moving so quickly – not to mention that it’s tricky for players to control a character moving at such speed.

Promotional screenshot for 2017's Sonic Mania.
Sonic Mania has been the most successful Sonic game in decades.

There have been 3D Sonic games that tried to innovate, but even the best of them feel like they’re missing something. I remember playing Sonic Adventure on the Dreamcast and barely having to push any buttons; in order to make Sonic work in 3D, much of the interactivity had to be stripped out. That made for a far less enjoyable gaming experience.

When Sonic shows up in other titles – such as alongside Mario for an arcadey sports game, or in Sega’s Mario Kart competitor – then the character can be made to work. But those games almost always rob Sonic of his one defining trait: his speed. I’ve never played a 3D Sonic game that felt anywhere near as good as those original 2D titles.

“Hot Take” #5:
Google Stadia was a good idea (in more ways than one).

Promo image featuring the Stadia control pad.
Promo image of the Stadia control pad (right) next to a laptop.

The history of video gaming is littered with failed consoles and devices; machines that didn’t quite make it for one reason or another. 2019’s Stadia – Google’s attempt to break into the games industry – has become the latest example, being fully shut down after only a couple of years. There were myriad problems with Stadia, and Google has a track record of not backing up its projects and investments nor giving them enough time to deliver. So in that sense its failure is understandable. But I think I’m out on a limb when I say that it’s disappointing – and potentially even bad for the games industry as a whole.

Stadia offered a relatively inexpensive way to get started with gaming by relying on streaming. Gone was the need for an expensive console or PC; players could jump in using only their existing screen and a Stadia controller. Lowering the cost of entry to gaming is a good thing, and we should be looking around for more ways to do that!

Promo screenshot of Stadia-exclusive title Gylt.
Gylt was one of the only Stadia-exclusive games.

Secondly, Stadia represented the first potential shake-up of a pretty stagnant industry in nigh-on twenty years. Since Microsoft entered the video game market and Sega dropped out, there have been three major hardware manufacturers and three main gaming platforms. Disrupting that status quo is, again, not a bad thing in theory. Stadia, with Google’s support and financial resources, seemed well-positioned to be the kind of disruptive force that often leads to positive change.

Stadia won’t be remembered – except as the answer to an obscure pub quiz question in a few years’ time, perhaps. But it had potential when it was announced, both in terms of the way it could have brought console-quality games to people who couldn’t necessarily pay for a current-generation machine up-front, and in the way Google could’ve disrupted the industry, leading to competition and innovation.

A Google Chromecast device.
Stadia was designed to be compatible with Google’s Chromecast devices – as well as other platforms.

I didn’t buy into Stadia on day one. As someone who has a gaming PC, I didn’t really feel it was necessary. And there were limitations to Stadia: a lack of exclusive games, no subscription option, and Google’s well-known history of prematurely shutting down underperforming products and services. All of these things put me off – and undoubtedly put off a lot of other folks, too.

But in a way, I regret the demise of Stadia. Its short, unsuccessful life will surely be a warning to any other company that might’ve considered launching a new console or a comparable streaming device, and if there’s one thing I think we can all agree on it’s this: the games industry needs a shake-up from time to time! Stadia couldn’t do it, unfortunately… but I hope that another device will.

So that’s it… for now!

Screenshot of Starfield.
Starfield (2023).

Stay tuned, because I have five more “hot takes” that I’m currently in the process of writing up.

As I said at the beginning, none of these things should be taken too seriously – this is just intended to be a bit of thought-provoking fun, at the end of the day.

There’s a lot to love about gaming as a hobby, and the quality of video games in general is way higher today than I could’ve imagined even just a few years ago. There are some incredible games out there; masterpieces in every sense of the word that have given me some of the best entertainment experiences I’ve ever had. And there are some games that I didn’t enjoy, too! I hope this look at a few of my “hot takes” hasn’t gotten anyone too upset!

All titles discussed above are the copyright of their respective studio, developer, and/or publisher. Some images used above courtesy of IGDB and Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The worst things about modern video games

The first home console I owned – after saving up my hard-earned pocket money and pestering my parents for ages – was a Super Nintendo. Gaming has changed a lot since then, and while many of those changes have been fantastic and introduced us to new genres, not every change has been for the better! In this list I’m going to cover some of my biggest pet peeves with video games in 2021.

As always, this list is entirely subjective. If I criticise something you like, or exclude something you hate, just keep in mind that this is only one person’s opinion. Gaming is a huge hobby that includes many people with many different perspectives. If yours and mine don’t align, that’s okay!

Number 1: No difficulty options.

Some people play video games because they love the challenge of a punishingly-difficult title, and the reward of finally overcoming an impossible level after hours of perseverance. I am not one of those people! In most cases, I play video games for escapism and entertainment – I want to see a story unfold or just switch off from other aspects of my life for a while. Excessive difficulty is frustrating and offputting for me.

As someone with health issues, I would argue that difficulty settings are a form of accessibility. Some people don’t have the ability to hit keys or buttons in rapid succession, and in some titles the lack of a difficulty setting – particularly if the game is not well-balanced – can mean those games are unavailable to folks with disabilities.

While many games are too difficult, the reverse can also be true. Some titles are just too easy for some people – I’m almost never in that category, but still! Games that have no difficulty settings where the base game is incredibly easy can be unenjoyable for some folks, particularly if the challenge was what got them interested in the first place.

In 2021, most games have difficulty options as a standard feature. Difficulty settings have been part of games going back decades, and in my opinion there’s no technical reason why they shouldn’t be included. There’s also not really a “creative” reason, either. Some developers talk in grandiose terms about their “vision” for a title being the reason why they didn’t implement difficulty options, but as I’ve said before – the inclusion of an easier (or harder) mode does not impact the game at all. It only impacts those who choose to turn it on, and considering how easy it is to implement, I find it incredibly annoying when a game is deliberately shipped without any difficulty options.

Number 2: Excessive difficulty as a game’s only selling point.

While we’re on the subject of difficulty, another pet peeve of mine is games whose entire identity is based on their difficulty (or perceived difficulty). Think about this for a moment: would Dark Souls – an otherwise bland, uninspired hack-and-slash game – still be talked about ten years after its release were it not for its reputation as impossibly difficult? How many late 2000s or early ’10s hack-and-slash games have dropped out of the cultural conversation? The only thing keeping Dark Souls there is its difficulty.

A challenge is all well and good, and I don’t begrudge players who seek that out. But for me, a game has to offer something more than that. If there’s a story worth telling under the difficult gameplay I’m impressed. If the difficult, punishing gameplay is all there is, then that’s boring!

Difficulty can also be used by developers as cover for a short or uninteresting game. Forcing players to replay long sections over and over and over can massively pad out a game’s runtime, and if that’s a concern then cranking the difficulty to ridiculous levels – and offering no way to turn it down – can turn a short game into a long one artificially.

I’m all for games that offer replay value, but being forced to replay the same level or checkpoint – or battle the same boss over and over – purely because of how frustratingly hard the developers chose to make things simply isn’t fun for me.

Number 3: Ridiculous file sizes.

Hey Call of Duty? Your crappy multiplayer mode does not need to be 200 gigabytes. Nor does any game, for that matter. It’s great that modern technology allows developers to create realistic-looking worlds, but some studios are far better than others when it comes to making the best use of space! Some modern games do need to be large to incorporate everything, but even so there’s “large” and then there’s “too large.”

For a lot of folks this is an issue for two main reasons: data caps and download speeds. On my current connection I’m lucky to get a download speed of 7 Mbps, and downloading huge game files can quite literally take several days – days in which doing anything else online would be impossibly slow! But I’m fortunate compared to some people, because I’m not limited in the amount of data I can download by my ISP.

In many parts of the world, and on cheaper broadband connections, data caps are very much still a thing. Large game files can take up an entire months’ worth of data – or even more in some cases – making games with huge files totally inaccessible to a large number of people.

This one doesn’t seem like it’s going away any time soon, though. In fact, we’re likely to see file sizes continue to get larger as games push for higher resolutions, larger environments, and more detail.

Number 4: Empty open worlds.

Let’s call this one “the Fallout 76 problem.” Open worlds became a trend in gaming at some point in the last decade, such that many franchises pursued this style even when it didn’t suit their gameplay. Read the marketing material of many modern titles and you’ll see bragging about the size of the game world: 50km2, 100km2, 1,000km2, and so on. But many of these open worlds are just empty and boring, with much of the map taken up with vast expanses of nothing.

It is simply not much fun to have to travel across a boring environment – or even a decently pretty one – for ages just to get to the next mission or part of the story. Level design used to be concise and clever; modern open worlds, especially those which brag about their size, tend to be too large, with too little going on.

The reason why Fallout 76 just encapsulates this for me is twofold. Firstly, Bethesda droned on and on in the weeks before the game’s release that the world they’d created was the “biggest ever!” And secondly, the game had literally zero non-player characters. That huge open world was populated by a handful of other players, non-sentient monsters, and nothing else. It was one of the worst games of the last few years as a result.

Open worlds can work well in games that are suited for that style of gameplay. But too many studios have been pushed into creating an open world simply to fit in with a current trend, and those open worlds tend to just flat-out suck because of it. Even when developers have tried to throw players a bone by adding in collect-a-thons, those get boring fast.

Number 5: Pixel graphics as a selling point.

There are some great modern games that use a deliberately 8-bit look. But for every modern classic there are fifty shades of shit; games that think pixel graphics and the word “retro” are cover for creating a mediocre or just plain bad title.

It may be hard to remember, but there was a time when the idea of using a deliberately “old-school” aesthetic would have been laughed at. The first few console generations were all about improvements, and I’m old enough to remember when 3D was a huge deal. It seemed like nobody would ever want to go back to playing a SNES game after trying the Nintendo 64, and while there are still plenty of gamers who love the retro feel, I’m generally not one of them.

That isn’t to say that realistic graphics should be the only thing a game strives for. And this point works for modern graphics or visual styles in general – bragging about how detailed the graphics are, or how unique a title’s art style is, means nothing if the game itself is shit. But it likewise works for pixel-graphics games – an outdated art style does not compensate for or cover up a fundamentally flawed, unenjoyable experience.

Games with pixel graphics can be good, and many titles have surprised me by how good they are. I’ve written before about how Minecraft surprised me by being so much more than I expected, and that’s one example. But I guess what I’d say is this: if your game looks like it should have been released in 1991, you’ve got more of an uphill battle to win me over – or even convince me to try it in the first place – than you would if your game looked new.

Number 6: Unnecessary remakes.

We called one of the entries above “the Fallout 76 problem,” so let’s call this one “the Mass Effect: Legendary Edition problem.” In short, games from even ten or fifteen years ago still look pretty good and play well. There’s far less of a difference between games from 2011 and 2021 than there was between games from 1991 and 2001 – the pace of technological change, at least in gaming, has slowed.

“Updating” or “remaking” a game from ten years ago serves no real purpose, and in the case of Mass Effect: Legendary Edition I’ve struggled at times to tell which version of the game is the new one when looking at pre-release marketing material. There’s no compelling reason to remake games that aren’t very old. Re-release them or give them a renewed marketing push if you want to drum up sales or draw attention to a series, but don’t bill your minor upgrade as a “remake.”

There are some games that have benefitted hugely from being remade. I’d point to Crash Bandicoot and Resident Evil 2 as two great examples. But those games were both over twenty years old at the time they were remade, and having been released in the PlayStation 1 era, both saw massive upgrades such that they were truly worthy of the “remake” label.

I’ve put together two lists of games that I’d love to see remade, but when I did so I deliberately excluded titles from the last two console generations. Those games, as I said at the time, are too recent to see any substantial benefits from a remake. In another decade or so, assuming sufficient technological progress has been made, we can talk about remaking PlayStation 3 or PlayStation 4 games – but not now!

Number 7: Fake “remakes.”

On a related note to the point above, if a title is billed as a “remake,” I expect to see substantial changes and improvements. If all that’s happened is a developer has run an old title through an upscaler and added widescreen support, that’s not a remake!

A lot of titles that acquire the “HD” suffix seem to suffer from this problem. Shenmue I & II on PC contained a number of bugs and glitches – some of which existed in the Dreamcast version! When Sega decided to “remake” these two amazing games, they couldn’t even be bothered to patch out bugs that were over fifteen years old. That has to be some of the sloppiest, laziest work I’ve ever seen.

There are other examples of this, where a project may have started out with good intentions but was scaled back and scaled back some more to the point that it ended up being little more than an upscaled re-release. Kingdoms of Amalur: Re-Reckoning springs to mind as an example from just last year.

Remakes are an opportunity to go back to the drawing board, fix issues, update a title, and bring it into the modern world. Too many “remakes” fail to address issues with the original version of the game. We could even point to Mass Effect: Legendary Edition’s refusal to address criticism of the ending of Mass Effect 3 as yet another example of a missed opportunity.

Number 8: The “release now, fix later” business model.

This isn’t the first time I’ve criticised the “release now, fix later” approach taken by too many modern games – and it likely won’t be the last! Also known as “live services,” games that go down this route almost always underperform and draw criticism, and they absolutely deserve it. The addition of internet connectivity to home consoles has meant that games companies have taken a “good enough” approach to games, releasing them before they’re ready with the intention to patch out bugs, add more content, and so on at a later time.

Cyberpunk 2077 is one of the most recent and most egregious examples of this phenomenon, being released on Xbox One and PlayStation 4 in a state so appallingly bad that many considered it “unplayable.” But there are hundreds of other examples going back to the early part of the last decade. Fortunately, out of all the entries on this list, this is the one that shows at least some signs of going away!

The fundamental flaw in this approach, of course, is that games with potential end up having launches that are mediocre at best, and when they naturally underperform due to bad reviews and word-of-mouth, companies panic! Planned updates are scrapped to avoid pumping more money into a failed product, and a game that could have been decent ends up being forgotten.

For every No Man’s Sky that manages to claw its way to success, there are a dozen Anthems or Mass Effect: Andromedas which fail. Time will tell if Cyberpunk 2077 can rebuild itself and its reputation, but its an uphill struggle – and a totally unnecessary one; a self-inflicted wound. If publishers would just wait and delay clearly-unfinished games instead of forcing them to meet arbitrary deadlines, gaming would be a much more enjoyable hobby. Remember, everyone: NO PRE-ORDERS!

Number 9: Forcing games to be multiplayer and/or scrapping single-player modes.

Some games are built from the ground up with multiplayer in mind – but many others are not, and have multiplayer modes tacked on for no reason. The Last Of Us had an unnecessary multiplayer mode, as did Mass Effect 3. Did you even know that, or notice those modes when you booted up those story-focused games?

Some games and even whole genres are just not well-suited to multiplayer. And others that are still have the potential to see single-player stories too. Many gamers associate the first-person shooter genre with multiplayer, and it’s true that multiplayer games work well in the first-person shooter space. But so do single-player titles, and aside from 2016’s Doom and the newer Wolfenstein titles, I can’t think of many new single-player first-person shooters, or even shooters with single-player modes that felt anything other than tacked-on.

Anthem is one of the biggest failures of the last few years, despite BioWare wanting it to be the video game equivalent of Bob Dylan. But if Anthem hadn’t been multiplayer and had instead maintained BioWare’s usual single-player focus, who knows what it could have been. There was potential in its Iron Man-esque flying suits, but that potential was wasted on a mediocre-at-best multiplayer shooter.

I started playing games before the internet, when “multiplayer” meant buying a second controller and plugging it into the console’s only other available port! So I know I’m biased because of that. But just a few short years ago it felt as though there were many more single-player titles, and fewer games that felt as though multiplayer modes had been artificially forced in. In the wake of huge financial successes such as Grand Theft Auto V, Fortnite, and the like, publishers see multiplayer as a cash cow – but I wish they didn’t!

Number 10: Early access.

How many times have you been excited to see that a game you’ve been waiting for is finally available to buy… only to see the two most awful words in the entire gaming lexicon: “Early Access?” Early access billed itself as a way for indie developers to get feedback on their games before going ahead with a full release, and I want to be clear on this point: I don’t begrudge indie games using it for that purpose. Indies get a pass!

But recently there’s been a trend for huge game studios to use early access as free labour; a cheap replacement for paying the wages of a quality assurance department. When I worked for a large games company in the past, I knew a number of QA testers, and the job is not an easy one. It certainly isn’t one that studios should be pushing off onto players, yet that’s exactly what a number of them have been doing. Early access, if it exists at all, should be a way for small studios to hone and polish their game, and maybe add fan-requested extras, not for big companies to save money on testers.

Then there are the perpetual early access games. You know the ones: they entered early access in 2015 and are still there today. Platforms like Steam which offer early access need to set time limits, because unfortunately some games are just taking the piss. If your game has been out since 2015, then it’s out. It’s not in early access, you’ve released it.

Unlike most of the entries on this list, early access started out with genuinely good intentions. When used appropriately by indie developers, it’s fine and I don’t have any issue with it. But big companies should know better, and games that enter early access and never leave should be booted out!

Bonus: Online harassment.

Though this problem afflicts the entire internet regardless of where you go, it’s significant in the gaming realm. Developers, publishers, even individual employees of games studios can find themselves subjected to campaigns of online harassment by so-called “fans” who’ve decided to take issue with something in a recent title.

Let’s be clear: there is never any excuse for this. No game, no matter how bad it is, is worth harassing someone over. It’s possible to criticise games and their companies in a constructive way, or at least in a way that doesn’t get personal. There’s never any need to go after a developer personally, and especially not to send someone death threats.

We’ve seen this happen when games are delayed. We’ve seen it happen when games release too early in a broken state. In the case of Cyberpunk 2077, we’ve seen both. Toxic people will always find a reason to be toxic, unfortunately, and in many ways the anonymity of the internet has brought out the worst in human nature.

No developer or anyone who works in the games industry deserves to be threatened or harassed. It’s awful, it needs to stop, and the petty, toxic people who engage in this scummy activity do not deserve to be called “fans.”

So that’s it. Ten of my pet peeves with modern gaming.

This was a rant, but it was just for fun so I hope you don’t mind! There are some truly annoying things – and some truly annoying people – involved in gaming in 2021, and as much fun as playing games can be, it can be a frustrating experience as well. Some of these things are fads – short-term trends that will evaporate as the industry moves on. But others, like the move away from single-player games toward ongoing multiplayer experiences, seem like they’re here to stay.

Gaming has changed an awful lot since I first picked up a control pad. And it will continue to evolve and adapt – the games industry may be unrecognisable in fifteen or twenty years’ time! We’ll have to keep our fingers crossed for positive changes to come.

All titles mentioned above are the copyright of their respective developer, publisher, and/or studio. Some stock images courtesy of pixabay. Some screenshots and promotional artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.