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Unpopular gaming opinions

steam box or whatever the thing is, sounds like a terrible system, but yet people that bash the XBO for the same reasons will love the steam box
 
I honestly disagree. Ghouls and Ghosts should have had 30 sequels in my eyes. Don't care if it didn't change, just give me remixed stages, weapons, etc. and I'll be happy. Give me Gradius 23, Touhou 987, and Contra 20. Innovate if you want, but honestly just give me some new well designed gameplay and stages and You've sold me.

Personally, I've never felt that "fatigue". When I pick up or buy a game, I know what I'm looking for, and if the game provides it I'm happy.
I think the problem here is that this is you and practically no one else. There aren't very many people who can really play the same thing that many times, even if there are new levels and shit. And even you, I'm sure, have a breaking point depending on the speed of releases; at some point it's going to get dull, and if you enjoy the same thing longer than most people then that's dandy, but you can't support an entire franchise yourself so you're going to need a couple hundred thousand similar minded people if you ever want this to happen.
The other massive problem with it is that it just stifles creativity in general. The gaming industry shouldn't be about getting one hit and then making another 100 games exactly like it.

I don't really care about innovation. If I want a grappling hook, give me a grappling hook. If I want combos, give me combos. But what I DON'T want, is something "new" just for the sake of being new. Give me a new mechanic because it's GOOD, not because you need to shoe horn in "innovation" in order to sell me a game that I already want. And what I want right now is fucking Contra 5 and Gradius 6.
Obviously putting in new mechanics to pretend like you're at least kind of creative is a bad idea.
But never, ever, ever, ever, ever, ever, ever say you don't care about innovation. The only thing it's doing is making games better. ALL games. To say that it's not important is to say that we have literally hit the ceiling of how good games of this type can be, and that's stupid because that ceiling doesn't even exist.

The original Mega Man series is a bad example in my eyes because....well they are extremely over-rated. I honestly simply find that the games lack the kind of true intensity, replayability, and depth of a true arcade style action platformer. The X series though improved things imo with a VERY fun movement scheme that made the series uniquely engrossing to me, but I still feel that at the end of the day many of the games suffer from the lack of aforementioned replayability and depth.
I never even talked about the quality of the games. I talked about how something that people loved got iterated until everyone was tired of it. I don't give a fuck if you think it lacks replayability (which is, for the record, up there with "too linear" as one of the most shallow and outright stupid criticisms you can give a game.)

No. What killed Castlevania was God of Whip Chain. They should have continued both the Metroidvania's AND the oldschool arcade entries. I wasn't bored of either, would have bought another 30 or so entries.
You might not have been bored with them, but pretty much everyone else was. With every new game, their profit was a fraction of the last one, and that's why god of whip chain was created in the first place. The entire series from SotN to order of ecclesia was a blur, I think I might have finished one castlevania game in that entire span and I adore metroidvanias.
On the bright side, unlike pretty much every other game I listed castlevania has the perfect set-up to be a long series. It still has to end some time, but when you look at the set-up you can tell they expected to make 100 sequels and designed the world and lore around it, and that's fine by me.

I may be wrong, but I don't care. I'll still stand by my opinion.
Somehow I don't think that this is a particularly good mindset.
When I start to think I could be wrong, I sit down and analyze my beliefs for as long as it takes to be satisfied again.

steam box or whatever the thing is, sounds like a terrible system, but yet people that bash the XBO for the same reasons will love the steam box
Do people really still say this?
The steam box is literally a linux PC. It's more open than any console in history. When you can run DRM free games on consoles without hacking, we'll talk.
 
I think the idea of a indie console is stupid and is scraping the bottom of the barrel in trying to remain relevant in the current fad that is indie.
 
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I seriously hate the term "overrated". It seems like a whine. "I don't like this thing but other people do so I've got to tell them how wrong they are."

However if I were hard-pressed to use it to describe one game out of the thousands to exist, it would be Ocarina of Time. Such a boring-ass turd of software.
 
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I think the problem here is that this is you and practically no one else. There aren't very many people who can really play the same thing that many times, even if there are new levels and shit.

Is that so? Considering that Mega Man, most fighting games (where "sequel" is more or less a code word for "new characters and a few balance ajustments") and countless other franchises have been making money doing this since the dawn of the medium, I am inclined to believe that simply desiring remixes/extensions of the previous experience (especially when such an experience is focused almost completely on competitive gameplay as most arcade style games, even single player ones, are) is shared by many gamers.

This claim is also doubly ironic considering you originally posted your opinion in an "unpopular opinions thread".

While most are undoubtedly less "hard line" than I am, all I know is that I very much want Gradius VI, and don't care if there aren't any new mechanics. Well designed gameplay is all I'm looking for.

But never, ever, ever, ever, ever, ever, ever say you don't care about innovation. The only thing it's doing is making games better. ALL games. To say that it's not important is to say that we have literally hit the ceiling of how good games of this type can be, and that's stupid because that ceiling doesn't even exist.

I don't care about innovation. What I care about is games being good. Have you created something that's different than what came before and is good in its own unique way? Good. Have you created something that has a similar gameplay style to something that came before but is good? Good. If it's good, and in line with the style of gameplay that I enjoy, I will play it. But being GOOD and aligned with my interests is what I am primarily looking for. You can be the most innovative game on earth but if it's not good AND not aligned with the gameplay style I am looking for than I honestly don't care and will not play it.

You might not have been bored with them, but pretty much everyone else was.

I'm not fammiliar with the sales, but fan reaction seems to be exactly the opposite. I haven't seen one Castlevania fan who hasn't expressed desire for a new metroidvania, and in terms of critical reception, each Ds Castlevania was received with higher praise than the last (personally I can't pick my favorite but I actually think Order of Eclessia was the weakest).

The entire series from SotN to order of ecclesia was a blur, I think I might have finished one castlevania game in that entire span and I adore metroidvanias.

Nope. Each one of those games was VERY different from the last one for me. Subtlety is what I care about, and there's certainly a lot of big differences between those games. Hell, Circle of The Moon plays like no other Castlevania game, to be honest.
 
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i think more independant developed games should go for having unique art assets rather than trying to appeal with faux-retro or bland anime type art

chiptune music is fine though
 
I think the idea of a indie console is stupid and is scraping the bottom of the barrel in trying to remain relevant in the current fad that is indie.

What "indie console" ? Ouya? It's meant to just be a more affordable box. Diversity is always good in my opinion.

Not sure whether you mean the term "indie", the cultural "indie" or independent development. Independent Development isn't a fad though, its just a different side of things for a different group of people.

I seriously hate the term "overrated". It seems like a whine. "I don't like this thing but other people do so I've got to tell them how wrong they are."

However if I were hard-pressed to use it to describe one game out of the thousands to exist, it would be Ocarina of Time. Such a boring-ass turd of software.
I don't know if that was deliberate or not.

I laughed either way.
 
What "indie console" ? Ouya? It's meant to just be a more affordable box. Diversity is always good in my opinion.

Not sure whether you mean the term "indie", the cultural "indie" or independent development. Independent Development isn't a fad though, its just a different side of things for a different group of people.
one of the main reasons the ouya was supported was because it was an "indie console". there were others, but once I saw that as a reason I immediately responded with "if thats all it has going for it then this thing deserves to fail."
 
because how dare up and coming developers have a console to get their start on
HOW.
DARE.
THEEEEEEEEEEEEEEEEEEEEY.
 
you wanna know what also up and coming developers can get their start on?

a fucking computer.

#indierepresent
 
one of the main reasons the ouya was supported was because it was an "indie console". there were others, but once I saw that as a reason I immediately responded with "if thats all it has going for it then this thing deserves to fail."
A box that has low barriers of entry and allows new developers to make a start deserves to fail? The Ouya is pretty much the only thing other than PC people like me can realistically target.
 
again, I will say, I hate most of the indie demographic. (even though I'm a part of the indie demographic when you think about it)

I like to think that guys like pixel and the people behind katawa shoujo are the better examples of indie devs. and they didnt need an ouya or whatever madcatz is trying to shovel out for 250 bucks.
 
again, I will say, I hate most of the indie demographic. (even though I'm a part of the indie demographic when you think about it)

I like to think that guys like pixel and the people behind katawa shoujo are the better examples of indie devs. and they didnt need an ouya or whatever madcatz is trying to shovel out for 250 bucks.
Wut? What does MadCatz have to do with indie gaming? Don't they just mostly make controllers?
 
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Wut? What does MadCatz have to do with indie gaming? Don't they just mostly make controllers?

they tried to copy the ouya. and are trying to sell it for the price of 250 dollars. I shit you not.
 
A box that has low barriers of entry and allows new developers to make a start deserves to fail? The Ouya is pretty much the only thing other than PC people like me can realistically target.
The problem is that the Ouya is so poorly designed from a hardware and software perspective you might as well stick with producing on android devices. (Heat distribution is terrible on those things, and games are prone to more bugs than I am happy with even with ports of previously bug-free games).

I think people jumped on the whole "indie console" idea without really questioning if the design of the console would give them the room they need to stretch their legs. Valve's steambox is a much better prospect because it is being designed with stable hardware and software in mind from the beginning. And yeah, indie developers will always have the most freedom and flexibility designing for PC/Mac/Linux. I don't see the reason for making an "indie" console when those platforms are always going to be available.
 
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Somehow I don't think that this is a particularly good mindset.
When I start to think I could be wrong, I sit down and analyze my beliefs for as long as it takes to be satisfied again.
Well, the thing is, I'm really satisfied with how things are. If the gaming industry (well, mainstream anyway) miraculously get rid of hypersexualization and characters of both genders are portrayed as actual characters with depths, then more power to whoever wished for it. I'd still play those newer games but at the same time, I'd be super nostalgic of the good ol' times. It'd just mean I gotta dig underground for games that specifically tickle my fancy.
 
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Is that so? Considering that Mega Man, most fighting games (where "sequel" is more or less a code word for "new characters and a few balance ajustments") and countless other franchises have been making money doing this since the dawn of the medium, I am inclined to believe that simply desiring remixes/extensions of the previous experience (especially when such an experience is focused almost completely on competitive gameplay as most arcade style games, even single player ones, are) is shared by many gamers.

This claim is also doubly ironic considering you originally posted your opinion in an "unpopular opinions thread".

While most are undoubtedly less "hard line" than I am, all I know is that I very much want Gradius VI, and don't care if there aren't any new mechanics. Well designed gameplay is all I'm looking for.
But all of them have either died or are recent enough that they never reached critical mass. ALL of them. It's pretty well established that a series has to change it up at least a little to sustain itself, no matter how insanely popular it is; hell, even call of duty changes up kinda sorta sometimes, and half of the gaming community is waiting for that series to die just like guitar hero did.
But can they people take it a certain amount of times? Well yeah, otherwise no one would ever do it. But there's a point of diminishing returns where you're forced to think of something original or move on, it happens to every series that's ever existed and it happens to games. Whether or not you alone would play 500 gradius games means nothing without a bunch of other people that would join you.

I don't care about innovation. What I care about is games being good. Have you created something that's different than what came before and is good in its own unique way? Good. Have you created something that has a similar gameplay style to something that came before but is good? Good. If it's good, and in line with the style of gameplay that I enjoy, I will play it. But being GOOD and aligned with my interests is what I am primarily looking for. You can be the most innovative game on earth but if it's not good AND not aligned with the gameplay style I am looking for than I honestly don't care and will not play it.
But here's the thing. Games can be good without innovation. But they can never be better than what you already have. You've already experienced what we know how to do, let's try something we don't. And if it's shit we throw it out and try something new.
If you want them to get better than the games that you already love, you should support innovation. If you don't want the games you love to get better then you're a very strange person.

I'm not fammiliar with the sales, but fan reaction seems to be exactly the opposite. I haven't seen one Castlevania fan who hasn't expressed desire for a new metroidvania, and in terms of critical reception, each Ds Castlevania was received with higher praise than the last (personally I can't pick my favorite but I actually think Order of Eclessia was the weakest).
There's no question that the new castlevania games are a sad attempt at grasping for a wider audience with an old IP. They aren't good at all. But the reason they even had to bother changing genres entirely is because the metroidvanias weren't selling anymore. They had done it, and done it, and done it, and each time they were losing a lot of fans without gaining enough to make up for them.
Personally, I would like a return to classic castlevania 1/3 gameplay. Or something new if it won't be shit, but it's konami, they fuck up everything.

i think more independant developed games should go for having unique art assets rather than trying to appeal with faux-retro or bland anime type art

chiptune music is fine though
I don't think pixel art is obsolete in any way. It's certainly an interesting style, there's a lot of room for cool stuff when you're working with thousands of tiny squares. Of course it's also easy to half-ass it, but I hate that the entirety of pixel art gets a bad rap because of the shitty stuff. Obligatory sword and sworcery image as example:

On the other hand, I think that if you don't count doujin bad anime art isn't used much. Remember that bad anime art not only looks bad but costs money. So the only one I can think of off the top of my head that's not doujin is Dust.

I think the idea of a indie console is stupid and is scraping the bottom of the barrel in trying to remain relevant in the current fad that is indie.
If independent publishing is a fad then the industry is fucked.

Well, the thing is, I'm really satisfied with how things are. If the gaming industry (well, mainstream anyway) miraculously get rid of hypersexualization and characters of both genders are portrayed as actual characters with depths, then more power to whoever wished for it. I'd still play those newer games but at the same time, I'd be super nostalgic of the good ol' times. It'd just mean I gotta dig underground for games that specifically tickle my fancy.
If you're seriously doubting your own beliefs system, though, don't just sit on the present because you're content with it. You're being ignorant of your own psyche. That's bad.

I don't really have a problem with sexualization as long as it's not randomly placed and it's not the only option. Gaming is unique in that it provides you a ton of options, and it's one of the biggest reasons skullgirls isn't really a big deal to me; because if you have a problem with valentine and cerebella, there's peacock, painwheel, squiggly and double (who almost seems to be making fun of the sexualization in the game to me) to choose from; nearly half of the female characters in the game, none of which are all that sexualized. And, of course, the character that it's placed on shouldn't be a regular girl who happens to have her breasts hanging out, play around with her character a bit, make me believe she's the sort of person who would actually wear that.
 
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But all of them have either died or are recent enough that they never reached critical mass. ALL of them.

As far as I know, Mega Man didn't die because it was no longer making money. Capcom just dropped the ball. And on the topic of Capcom, let's not forget Street Fighter is still going strong. And how about every franchise Nintendo has ever made? Pokemon? Mario? Legend of Zelda? Yes there's some change ups to the formula now and than, and in the transition from 2d to 3d there has been some definite innovation, but people still enjoy paying money to Nintendo every few years for what is basically (and usually) the same experience.

Now, I feel for one to to say "very few games should go beyond 3 installments" is a very close minded statement that does not take into account certain genres or gameplay experiences. As I said in my first post, it depends HEAVILY on the type of game. A fighting game could take no less than 5 or 6 revisions and re-releases before everything is "just right" and it becomes the classic it was meant to be. Arcade style and competitive games (which includes single player games: scoring in shmups, speed running platformers, etc.) can benefit VASTLY from the amount of variety that a large number of installments can offer, as it gives people more options in finding the game with a playstyle and design that truly suits and appeals to them. There are of course a large number of other franchises that can benefit vastly from this, but this is just off the top of my head.



Also, I should have mentioned this before, but another reason why the original Mega Man series got so "stale" was because the later installments on the nes (5 and 6 in particular, though some would argue 4 counts as well. I would personally disagree on that count) were simply terrible. Repetitive level design, bland boss encounters, and the same flaws as the rest of the series (hit and miss weapons etc.) Even reviewers who usually don't have a mind for the subtleties of level design usually remark that 5 and 6 feel poorly designed in comparison to the rest of the series when played back to back on the anniversary collection.

I personally don't like 8 either because of the sloooooooooooooooooww move speed, but a lot of people seem to like that one.

Anyway the point is that while you could argue that the franchise was getting stale, it also was having very serious quality control issues at the time as well.

Whether or not you alone would play 500 gradius games means nothing without a bunch of other people that would join you.

Like, for example, everyone here.

Obviously not enough people to make it the next *INSERT POPULAR FRANCHISE HERE*, but hey, these are already niche genres and franchises we are talking about, designed with a very competitive and dedicated fanbase in mind.

Much like the Castlevania fanbase was happy with Order of Eclessia, the Touhou fanbase is pretty much happy with Touhou 14 (which actually is probably more like Touhou 20 since the spin offs aren't counted in the main series)

But here's the thing. Games can be good without innovation. But they can never be better than what you already have. You've already experienced what we know how to do, let's try something we don't. And if it's shit we throw it out and try something new.

To use another shmup example, let me put it this way:

Eschatos and the rest of Qute Corps games are very innovative. Qute takes the bullet hell genre, usually known for "micro dodging" and fine movement through dense patterns, and instead creates games with dense patterns but a much greater emphasis on extremely high speed movement, enemies with more in depth ai, back to basics scoring systems, and patterns that remain extremely challenging without restricting movement the way most bullet hell patterns do.

Do I like Qute because they are innovative? No. I like them because their playstyle is what I was already looking for in the genre before I even heard of them. When I say I don't care about innovation, I don't mean that I'm against it. I mean that when I go out shopping for games, I'm not making my picks based on what has the newest concepts, but rather what has the concepts that are most aligned my with my play style and interests.

What I want is not for Qute to throw out what they already have for the sake of "innovation" but to continue refining and perfecting it (I don't think the formula or style is perfect yet, I have a few minor complaints) and than churn out as many well designed and varied sequels with that play style as will satisfy a lifetime of competitive score play (which maybe isn't as many as you think since each individual game can take a vast amount of time and dedication to even approach true mastery).



What I'm trying to say is that I know what I want. Certain playstyles and experiences really do benefit from a large number of sequels. And I'm simply under no illusion that having more variety in stages and content to choose from would be anything but a good thing. Do all games need that? No. But a LOT of the games I play from various genres fall under the mantle of "more is more", and not "less is more".

Now is that profitable? I don't really care, but history (and the present!) seems to show that a lot of franchises can remain profitable for a looooong time without seriously switching gears. But whether it was profitable or not was not what I was addressing in my original post. What I was adressing was the seriously over-reaching assumptian that "very few" games "should" have more than 3 sequels. Again, it HEAVILY depends on the type of game, the type of play style, and the type of fanbase. The very fact that the Mega Man fanbase has been so vocal in blasting Capcom for dropping Mega Man (and anxious in awaiting MN.9) should be proof enough that there are a great many people out there who think Mega Man and its related franchises "should" have more than 3 games in them.

On a side note, I remember someone was writing a paper on game design using the philosophies of Nietzche to illustrate his points. He went back to the idea of instinct. "Listen to your instinct, it's never wrong. What does your instinct want from the next Street Fighter? More characters! More stages! More music! More balance! More more more!". Some games are like that, and it's perfectly normal.


They had done it, and done it, and done it, and each time they were losing a lot of fans without gaining enough to make up for them.

Again, I can't speak for sales, but they certainly weren't losing fans. Regardless of what the silent majority of buyers were doing, if there's one consistent thing I've heard from the fanbase it's dismay and a wish that both of the franchises two styles (metroidvania and action platformer) would be continued.

I also feel myself that the games all did an excellent job of distinguishing themselves from one another, and that there were still some untapped concepts in need of refining in games like Portrait of Ruin and Eclessia. But that's another matter entirely.
 
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Unpopular gaming opinion?

I think gta is terrible, ass drivel.

Each and every one from the shitty top down oldschool ones, to the new vice city San Andreas os santos and whatnot, hot, garbage.
And i only semi understand why they are liked.


Another unpopular opinion

I think assassins creed is shit... Every one of them even black flag.

Though i finally played a game that "kinda" made me understand why people like these types of games:

Dead rising 3 is actually legitimately fun to me... For the first few hours. But enough to see why open world type games are considered fun by their afficianados.
 
If you're seriously doubting your own beliefs system, though, don't just sit on the present because you're content with it. You're being ignorant of your own psyche. That's bad.
Mmm, sorry. I don't get it.

Does this have to do with the fact that I said "maybe I'm wrong"? If so, okay let me rephrase it: many people may think I'm wrong, but I actually think I'm right. I understand why people are against that, though I do not share their opinion.
 
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i think more independant developed games should go for having unique art assets rather than trying to appeal with faux-retro or bland anime type art

chiptune music is fine though

I totally get what you're saying with the faux-retro stuff. There are just way too many games that seem to use it as an excuse for not having anything else. And I don't mean just pixel art in general... I mean the sort of games where the sprites super closely resemble NES or Atari games. Just a few wouldn't bother me, but going through lists of games on like GameFAQs or Giant Bomb, it looks like hundreds are released a year. The worst part is when they claim a game has "8-bit visuals" but yet has color palettes that couldn't ever be replicated on 8-bit systems.
 
As far as I know, Mega Man didn't die because it was no longer making money. Capcom just dropped the ball. And on the topic of Capcom, let's not forget Street Fighter is still going strong. And how about every franchise Nintendo has ever made? Pokemon? Mario? Legend of Zelda? Yes there's some change ups to the formula now and than, and in the transition from 2d to 3d there has been some definite innovation, but people still enjoy paying money to Nintendo every few years for what is basically (and usually) the same experience.

Now, I feel for one to to say "very few games should go beyond 3 installments" is a very close minded statement that does not take into account certain genres or gameplay experiences. As I said in my first post, it depends HEAVILY on the type of game. A fighting game could take no less than 5 or 6 revisions and re-releases before everything is "just right" and it becomes the classic it was meant to be. Arcade style and competitive games (which includes single player games: scoring in shmups, speed running platformers, etc.) can benefit VASTLY from the amount of variety that a large number of installments can offer, as it gives people more options in finding the game with a playstyle and design that truly suits and appeals to them. There are of course a large number of other franchises that can benefit vastly from this, but this is just off the top of my head.
Megaman classic nearly died in the 90's because they made too many nes sequels and gameboy games. From the NES era alone you had to have 100's of hours of megaman games, and people were getting tired of the same thing, so they made megaman X. They slowed way down after that, you'll notice, only making 3 X games that generation and making only one classic megaman game. After that they kept trying to release megaman on the ps1, but they just weren't selling much, and they stopped. That was the first death of megaman, and it had everything to do with people getting tired of megaman games. Megaman 10 was arguably more about just being a lackluster game than fatigue, of course, but that's not really what I'm talking about.
And you're forgetting that I said that most series shouldn't go past 3 sequels. Many of the games designed in the 80's and 90's dodged a lot of bullets here through minimalistic narrative, among other things, but to talk about the games you played:
Ones that can/should keep going:
Legend of Zelda: The main thing here is that, the story essentially starts with a clean slate on every release. The games are connected with some motifs and 3-4 recurring characters, but are rarely a straight sequel, and that's usually what keeps them running. It's a good structure since it actually gives the director freedom with the game.
Street Fighter: This one gets a free pass because every time there's actually a new game, it's more like a design/technological update than a new game. It's an esport, people don't want to run it on decades old hardware forever so they respond by updating the game. Obviously they change other shit too, but in the end that's the big reason that street fighter 4 exists.
Revisions also don't count as new games, they are the same game you had before except you have to buy it again for patch support.

Things that are probably going to die soon if they don't change things up:
Pokemon: There's already a massive fatigue surrounding the amount of pokemon we have, that's only going to increase until "more pokemon" isn't going to sell the new pokemon game. Not to mention the weird generational model they use is incredibly dated, and it would benefit everyone involved if they would just move on.

Things that might need to die but can't die and oh god what have we done:
Mario: Mario is nintendo's mascot. He can't stop making games. He's Mario.
I can't imagine mario dying, and obviously his games sell no matter how tired they are or how vague their relation is to him, but they've been riding the same wave since the 80's and by everything we know about economics there has to be an end. It's not going to happen soon, but it's going to happen. If you look at Disney's history there's a long part of it where mickey mostly took a back seat to other characters and ideas, and I think that will happen to mario sometime.

Most of the stuff that I was thinking of when I said that:
EA, Activision, Ubisoft, 2K, etc. They constantly throw out big series without thinking about how to sustain them for as long as they want. The only game I can think of off the top of my head from that massive group of game devs that can sustain itself well is Farcry. Literally the only thing I can think of.

Also, I should have mentioned this before, but another reason why the original Mega Man series got so "stale" was because the later installments on the nes (5 and 6 in particular, though some would argue 4 counts as well. I would personally disagree on that count) were simply terrible. Repetitive level design, bland boss encounters, and the same flaws as the rest of the series (hit and miss weapons etc.) Even reviewers who usually don't have a mind for the subtleties of level design usually remark that 5 and 6 feel poorly designed in comparison to the rest of the series when played back to back on the anniversary collection.

I personally don't like 8 either because of the sloooooooooooooooooww move speed, but a lot of people seem to like that one.

Anyway the point is that while you could argue that the franchise was getting stale, it also was having very serious quality control issues at the time as well.
Honestly, it wasn't really having BIG quality drops. I have no doubt that if megaman 6 had dropped earlier people would have been fine with it. It's just that it came super late, and everything it did had been done. There were no really new tricks, there was just more nes megaman... and that doesn't make it a terrible game, but it doesn't make it very good either.
It's like pokemon. Technically every new game is almost objectively better than the last; they add new pokemon and bells and whistles and it's the game you loved before but more, but if you ask nearly any fan what their favorite game of the series is, it's the one they grew up with; younger fans say ruby/saphire and older fans say red/blue or gold/silver. And if you give it a few years, a bunch of 12 year olds will say that Diamond/Pearl were the best. That's because those were the games that they played before pokemon had been done a million times.

To use another shmup example, let me put it this way:

Eschatos and the rest of Qute Corps games are very innovative. Qute takes the bullet hell genre, usually known for "micro dodging" and fine movement through dense patterns, and instead creates games with dense patterns but a much greater emphasis on extremely high speed movement, enemies with more in depth ai, back to basics scoring systems, and patterns that remain extremely challenging without restricting movement the way most bullet hell patterns do.

Do I like Qute because they are innovative? No. I like them because their playstyle is what I was already looking for in the genre before I even heard of them. When I say I don't care about innovation, I don't mean that I'm against it. I mean that when I go out shopping for games, I'm not making my picks based on what has the newest concepts, but rather what has the concepts that are most aligned my with my play style and interests.

What I want is not for Qute to throw out what they already have for the sake of "innovation" but to continue refining and perfecting it (I don't think the formula or style is perfect yet, I have a few minor complaints) and than churn out as many well designed and varied sequels with that play style as will satisfy a lifetime of competitive score play (which maybe isn't as many as you think since each individual game can take a vast amount of time and dedication to even approach true mastery).
I can see where you're coming from, but it's silly to think that they've just found the perfect shmup formula. There are billions of possibilities even in the niche shmup genre, and it's not only possible but pretty likely that some creative person who likes shmups will come up with something new that's just as good or better than what is available.
What I'm trying to say is that, you don't have to specifically buy games because they're innovative, but you should still support those games because they're the only significant method of progress any genre has.

Like, for example, everyone here.

Obviously not enough people to make it the next *INSERT POPULAR FRANCHISE HERE*, but hey, these are already niche genres and franchises we are talking about, designed with a very competitive and dedicated fanbase in mind.

Much like the Castlevania fanbase was happy with Order of Eclessia, the Touhou fanbase is pretty much happy with Touhou 14 (which actually is probably more like Touhou 20 since the spin offs aren't counted in the main series)
With every sequel that doesn't really introduce anything other than a level pack, the series loses fans. It will definitely lose fans, because not everyone can keep up with it. It then has to pick up and get enough new people to sustain itself. If it fails to do that, it degrades a bit. If it degrades too much, it dies because there aren't enough sales to keep going. The number of people leaving rises exponentially with each sequel that fails to introduce anything.
Remember that "fans" doesn't mean people who go on the forums and talk about the game, fans are the people who consistently buy your product, and a good 90% at least never touch the forums. Fatigue doesn't usually result in a bunch of people hitting the forums for an angry rant either, they just stop getting excited over releases and eventually just stop caring at all until they stop buying them.
Touhou doesn't really have to worry about this though, since economics doesn't really apply to freeware. I can say that I used to follow touhou releases religiously until like 2008, when I slowly got to the point that I just don't care. Now I check up on them like once every 6 months maybe, and if there's a new game I usually play it for like 10-20 minutes and get bored.

unpopular opinion

i think other peoples' opinions should be respected and not argued violently just for being different or disagreeing with my own
There's a pretty silly idea that passes around the internet a lot now that opinions are some innocent pure thing that evil debates devour in an attempt to satisfy their bloodlust.
It's a load of shit.
A bad opinion is, frankly, one of the most damaging things you can hold. For you, for everyone you know, for society, for the entire world. Pretty much all of it. The majority has the power to change things, and that can make things great or it can fuck everything up. It all depends on their opinions.
A respectable argument can strengthen your opinion or make you realize that you're wrong. You're either gaining confidence or losing ignorance. That's beneficial either way.
 
Megaman classic nearly died in the 90's because they made too many nes sequels and gameboy games. From the NES era alone you had to have 100's of hours of megaman games, and people were getting tired of the same thing, so they made megaman X. They slowed way down after that, you'll notice, only making 3 X games that generation and making only one classic megaman game. After that they kept trying to release megaman on the ps1, but they just weren't selling much, and they stopped. That was the first death of megaman, and it had everything to do with people getting tired of megaman games. Megaman 10 was arguably more about just being a lackluster game than fatigue, of course, but that's not really what I'm talking about.
And you're forgetting that I said that most series shouldn't go past 3 sequels. Many of the games designed in the 80's and 90's dodged a lot of bullets here through minimalistic narrative, among other things, but to talk about the games you played:

Mega Man didn't "nearly die" in the 90's. I'm pretty sure it wasn't losing them any money, and it was just another franchise (among many others at the time) that benefitted from additional content and were able to fund that additional content because people kept throwing money at it up until the 6th installment.

And you're forgetting that I said that most series shouldn't go past 3 sequels.

No, I've been emphasizing and disagreeing with the "most" part this whole time. While I agree not all franchises should go beyond 3 or so sequels, it's very much a case by case situation and the word "most" is still a sweeping over-generalization.

Also saying something "needs to die" is really not your call to make honestly.

Things that are probably going to die soon if they don't change things up:

Here's where your post starts to annoy me. You're talking about "fatigue", but both the fan and critical reactions to most of the newer Mario and Pokemon installments have been overwhelmingly positive. While obviously it's not going to last "forever", it has already reached what is definitely more than 3 sequels using very similar concepts. And people enjoyed every minute of it. Which certainly goes against this "should" mentality.

Honestly, it wasn't really having BIG quality drops. I have no doubt that if megaman 6 had dropped earlier people would have been fine with it. It's just that it came super late, and everything it did had been done. There were no really new tricks, there was just more nes megaman... and that doesn't make it a terrible game, but it doesn't make it very good either.

I disagree. Mega Man 6 has awful level design, and while it may not be a terrible game, I find it very dull even if you're coming to it before the other franchise entries.

Similar examples within the franchise: Mega Man Zero 4 is definitely superior to Zero 1 with it's more varied and creative level designs and bosses (as opposed to the short length coupled with constant recycling in zero 1), and Mega Man Zx Advent is almost universally considered superior to Mega Man Zx thanks to it's superior boss designs and better designed gameplay (fuck that wandering in Zx).

I can see where you're coming from, but it's silly to think that they've just found the perfect shmup formula. There are billions of possibilities even in the niche shmup genre, and it's not only possible but pretty likely that some creative person who likes shmups will come up with something new that's just as good or better than what is available.
What I'm trying to say is that, you don't have to specifically buy games because they're innovative, but you should still support those games because they're the only significant method of progress any genre has.

First: I never said they were perfect. They are still in need of some refining in my opinion, which is another reason why they deserve many sequels. The point is that it's not whether these games are original or not, it's that they did something that I wanted to be done and they did it well. And that furthermore by the nature of the games they benefit from additional content. There are other things I want to be done as well, but those wouldn't nessarily be better or more "perfect" it would just be another style that I am interested in.

Second: I never said that I'm against or "don't support" other games (just not with my wallet, you know how much it costs to import some of these games?) because they are innovative. There are many other innovative shmups being designed out there. Hellsinker and Akashicverse definitely come to mind, the latter of which even has qte's and fighting game inputs for moves. I'm simply not as interested in them because they aren't my style. I am happy that other people who do enjoy that style have the options of these games though.

With every sequel that doesn't really introduce anything other than a level pack, the series loses fans. It will definitely lose fans, because not everyone can keep up with it. It then has to pick up and get enough new people to sustain itself. If it fails to do that, it degrades a bit. If it degrades too much, it dies because there aren't enough sales to keep going. The number of people leaving rises exponentially with each sequel that fails to introduce anything.
Remember that "fans" doesn't mean people who go on the forums and talk about the game, fans are the people who consistently buy your product, and a good 90% at least never touch the forums. Fatigue doesn't usually result in a bunch of people hitting the forums for an angry rant either, they just stop getting excited over releases and eventually just stop caring at all until they stop buying them.
Touhou doesn't really have to worry about this though, since economics doesn't really apply to freeware. I can say that I used to follow touhou releases religiously until like 2008, when I slowly got to the point that I just don't care. Now I check up on them like once every 6 months maybe, and if there's a new game I usually play it for like 10-20 minutes and get bored.

No, it's not losing fans, because fans aren't the ones no longer consistently buying the games. The people who are really into X franchise for whatever reason are not the ones suddenly dropping it. Those people are the ones discussing the games on forums and not only buying but also playing them consistently.

Remember, many people bought Skullgirls on Steam who probably don't qualify as fans. Many people pick it up on sale, play it a few times, enjoy it, but don't play it competitively on any level and just let it languish on their steam library (how many games do we have in our steam libraries that we haven't actually played yet?). The overwhemingly huge number of sales come in great part from people like these (who may not buy Skullgirls 2 at all), and whether "fatigue" is starting to settle in for these peoples does not speak anything for the fanbase, the people who both buy and play the game consistently.

Touhou doesn't really have to worry about this though, since economics doesn't really apply to freeware. I can say that I used to follow touhou releases religiously until like 2008, when I slowly got to the point that I just don't care. Now I check up on them like once every 6 months maybe, and if there's a new game I usually play it for like 10-20 minutes and get bored.

That's because you're not going for a lunatic 1cc scoreplay.

You have to understand that shmups and playing for score in them is just as competitive as fighting games. The average person might pick up a fighter and get bored of it after 10 minutes, but the "fans" are the ones playing it for hundreds of hours, and for whom every individual frame data tweak matters immensely to how the game plays and feels. The same is true for shmups; competitive players log hundreds of hours into each Cave game and the subtle differences between each installment (not only in terms of mechanics but level design, boss design, pacing, strategy, variety, etc.) make a WORLD of difference to these people. This is why almost everyone in the shmups community cheers when a new Cave or Touhou game is announced, even after 20 or so shooters. This is also why almost every player has their own top 5 list for the series installments, because the subtle differences in level design tends to appeal to a lot of people differently.

This is again, another reason why I have to disagree that "most" games "shouldn't" have more than 3 installments. You gave Street Fighter a pass, but you may not realize that many games (not nessicarily multiplayer! not nessicarily even shmups!) are played with a very similar mindset, and benefit from additional content in much the same way a game like Street Fighter does. Yes, you only said "most" but "most" is still too much of an over-generalization. Like with anything, I don't think there should be some magical rule of what to do and what not to do, it all varies on a case by case basis. Some games are made more fun by 10 installments, some only need 1. Some need 3, some need 5, some need 14. It depends on the game.

"but is it profitable?" again, that's besides the point, as we're talking about what "should" be which isn't always the same as what is profitable. But regardless, many games have made it up to ten or more installments while still making money and receiving praise from fans and critics, and that's far enough above "3" for me.

pokemon will never die. you are crazy horseman. fuckin' crazy.

there is no fatigue with X/Y.
This.

Even just meeting people in class playing the new Pokemon, EVERYONE loves the hell out of it. The game has also sold pretty well from what I've heard, and fan and critical reaction seems to be excellent.
 
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I disagree with opinions a lot, but how do you define a "bad" opinion objectively?
 
Yeah, its basically when someone's opinion runs counter to provable facts... Like an opinion such as sonson, thanos, marrow is the best team in mvc2... Or some such.
 
I'd rather know a game designer worked solo on his game using 8-bit graphics, than find out he exploited a bunch of art students at less than minimum wage for HD graphics.

If you have no budget, and don't want to share the credit, then you'd better work within your means and start plopping down those pixels!
 
I'd rather know a game designer worked solo on his game using 8-bit graphics, than find out he exploited a bunch of art students at less than minimum wage for HD graphics.

If you have no budget, and don't want to share the credit, then you'd better work within your means and start plopping down those pixels!

Just curious, but what game are you thinking of here?
 
Unpopular opinion: People should try their hardest to not get up in arms about other people's opinions in a thread titled "Unpopular gaming opinions." There's quite a high likelyhood you won't agree with the opinions people voice in this thread.
 
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Just curious, but what game are you thinking of here?
Nothing in particular. Mostly just contracts I've come across from places like Craigslist. There are a lot of people out there that think they can pay an artist $200 with a WFH, and magically get Angry Birds and Spelunky out of the deal. I imagine some of them actually get away with it too.
 
I disagree with opinions a lot, but how do you define a "bad" opinion objectively?
When you try to pass off something that has a level of fact to it, one way or another as opinion. Slightly related, but also when you give an opinion on something you don't really understand.

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I think it's actually becoming a popular opinion that retro or even just pixel art is becoming an overused aesthetic. But man I love that stuff.

I have one, I didn't instantly dislike Killer Instinct the second it was shown and still haven't formed a proper opinion on it because I haven't been able to play it. People here, even those I respect have been calling it shit from the moment the first footage came out. I try everything, even played Injustice for a couple of weeks.
 
I have one, I didn't instantly dislike Killer Instinct the second it was shown and still haven't formed a proper opinion on it because I haven't been able to play it. People here, even those I respect have been calling it shit from the moment the first footage came out. I try everything, even played Injustice for a couple of weeks.
I actually tried Killer Instinct at a friends place. As much as I hate the Xbox One, and still deem it an evil box from the evilest minds of evil Microsoft executives that may or may particularly for gaming, but I had a lot of fun with KI. It only had Jago playable, since it was the F2P version, but we had a lot of fun, and the learning curve was significantly less steep, in terms of combos, than most Fighting Games, so within about 15-20 minutes of playing, I managed to get a GOOOODLIKE COMBOOOOO!!!

Granted, my opinion could be justifiably seen as meaningless, as I only got to play as one of the game's character, I only played it for about a half an hour or so, and I haven't played any of the other Killer Instincts before it, but for what I did experience, I would certainly recommend it.
 
I haven't played it yet, and I probably never will(no XBone) but that game looks really good and really well thought out. But then again I was giving this game the benefit of the doubt since I heard who the devs were.
 
Mega Man didn't "nearly die" in the 90's. I'm pretty sure it wasn't losing them any money, and it was just another franchise (among many others at the time) that benefitted from additional content and were able to fund that additional content because people kept throwing money at it up until the 6th installment.
Actually, apparently mm6 did bad enough that Capcom didn't even want to port it to america. They didn't think it was worth the money. Nintendo had to step in and port it themselves.

No, I've been emphasizing and disagreeing with the "most" part this whole time. While I agree not all franchises should go beyond 3 or so sequels, it's very much a case by case situation and the word "most" is still a sweeping over-generalization.

Also saying something "needs to die" is really not your call to make honestly.
It's not generalization, the vast majority of game IP's just can't sustain past 3 sequels. I'm not saying that it can't be done, I'm saying that most developers are doing it in a way that dooms the series to become increasingly stale.

Also saying something "needs to die" is really not your call to make honestly.
None of these things are my call to make, unless I'm secretly Satoru Iwata. Last time I checked, I was not.

Here's where your post starts to annoy me. You're talking about "fatigue", but the fan reaction to most of the newer Mario and Pokemon installments have been overwhelmingly positive. While obviously it's not going to go on "forever", it has already reached what is definitely more than 3 sequels using very similar concepts. And people enjoyed every minute of it. Which certainly goes against this "should" mentality.
Like I said, fatigue doesn't make anyone angry, it just makes people bored enough to walk away. You aren't going to see a ton of people come out and say "x games suck now!" you're just going to see a number of people stop playing them.
Mario saw a lot of this in the new super mario bros. games. A ton of people disliked them, and thought they were growing a bit stale. Each one was better than the last, and none of them were bad games, but there wasn't much enthusiasm for them at all. 3D world shook things up enough to win some of them back, and like I said this is a long ways off (and it would probably be less about no more mario games and more about him not dominating the nintendo catalogue) but he's got to slow down at some point.
Pokemon is a little more straight-forward. There are a ton of people who complain about how many pokemon there are, right? Like a shit ton. There are also people who are heavily judgmental on new pokemon just because they're new. These two groups combined make up at least half of the casual fanbase, from my observations. How long do you think we have until all those people start to lose interest?

First: I never said they were perfect. They are still in need of some refining in my opinion, which is another reason why they deserve many sequels. The point is that it's not whether these games are original or not, it's that they did something that I wanted to be done and they did it well. And that furthermore by the nature of the games they benefit from additional content. There are other things I want to be done as well, but those wouldn't nessarily be better or more "perfect" it would just be another style that I am interested in.
When did I say that you thought they were perfect?
I'm just saying that trying shit until it sticks is the only way to get to a "perfect" shmup (although that's so subjective that it's practically impossible to make.)

This is again, another reason why I have to disagree that "most" games "shouldn't" have more than 3 installments. You gave Street Fighter a pass, but you may not realize that many games (not nessicarily multiplayer! not nessicarily even shmups!) are played with a very similar mindset, and benefit from additional content in much the same way a game like Street Fighter does. Yes, you only said "most" but "most" is still too much of an over-generalization. Like with anything, I don't think there should be some magical rule of what to do and what not to do, it all varies on a case by case basis. Some games are made more fun by 10 installments, some only need 1. Some need 3, some need 5, some need 14. It depends on the game.

"but is it profitable?" again, that's besides the point, as we're talking about what "should" be which isn't always the same as what is profitable. But regardless, many games have made it up to ten or more installments while still making money and receiving praise from fans and critics, and that's far enough above "3" for me.
I have to say yet again, when did I ever say that they can't make 10 sequels and maintain quality? There are some games that can pull it off. I never denied that. You just have to think about that when you make the first game, otherwise it's going to go shit.
Regardless, I wasn't talking about profitability, I was still talking about quality. It's not difficult to see that the entire industry is absolutely sequel crazy, and any non-indie game that did well almost immediately looks to sequels, and more sequels, and more sequels... and they don't give a fuck whether they're "the right game for 100 sequels", they're going to make them anyway. It's a stupid mindset and it kills creativity and it makes a developer that might have other great ideas devote all their time to one series and practically nothing else.
When it really gets down to it, the default for a game should really be "no sequels" and then think about whether to structure the first game in a way that it can support them. At the moment the default is "make 20 sequels and then sell the IP to Activision when it stops selling."

That's because you're not going for a lunatic 1cc scoreplay.

You have to understand that shmups and playing for score in them is just as competitive as fighting games. The average person might pick up a fighter and get bored of it after 10 minutes, but the "fans" are the ones playing it for hundreds of hours, and for whom every individual frame data tweak matters immensely to how the game plays and feels. The same is true for shmups; competitive players log hundreds of hours into each Cave game and the subtle differences between each installment (not only in terms of mechanics but level design, boss design, pacing, strategy, variety, etc.) make a WORLD of difference to these people. This is why almost everyone in the shmups community cheers when a new Cave or Touhou game is announced, even after 20 or so shooters. This is also why almost every player has their own top 5 list for the series installments, because the subtle differences in level design tends to appeal to a lot of people differently.
Actually, I did play touhou for score for a little while. It's half of the reason I got my first arcade stick. I only ever really got anywhere in perfect cherry blossom, and I was still relatively shitty at it, but yes, I understand.
But you're really undercutting the word "fans." Do you really have to get deeply involved in the competitive aspect and the community to be a fan, or do you only have to be loyal to the series? I believe in the second, but I think you're going with the first. Those people may always be neck deep in these games, even if they release once a month for the next decade or whatever ridiculous launch line-up there is, but the latter still matter and they're not going to keep up.
Look, if you don't think those not involved in the community or whatever parts of a game aren't real fans, whatever. Don't care. It's a vague definition and it doesn't really matter. What matters is whether the not-real-fans are leaving. Because they love the series as much as you do, they just love it for a different reason.

My opinion is that 2 + 2 = 5

Something like that, basically.
Well there's that. But there's also opinions that are bad because they're damaging.
It's why I argued against the "that's not a game" people a few pages back. To declare something not a game is to limit what a game can be, so the more people with that mindset there are the more damaging it is to that non-traditional part of gaming. It doesn't really benefit anyone, but it hurts people. That's what I think of as a bad opinion.'
More extreme stuff would be racism, sexism, homophobia, transphobia, etc.
 
Actually, apparently mm6 did bad enough that Capcom didn't even want to port it to america. They didn't think it was worth the money. Nintendo had to step in and port it themselves.

So? One game out of 6 isn't bad, and it's not like they weren't able to renew interest easily with 7 and 8. When you have a series that has kept people entertained and buying throughout 24 installments (1-10, x1-x8, Zero 1-Zero 4, Zx and ZXA) and has only really shook up the formula once (Zero and Zx may have had some very small innovations and gameplay refinements, but nothing in the series has ever changed the gameplay style as much as X did) than I think that's pretty impressive and a few hiccups along the road aren't too bad.

Also there are many instances of the fatigue process working in reverse. Mega Man Zero 4, with it's clever level designs and bosses is almost undeniably a better game than Mega Man Zero 1, with it's repeat stages, bland environments, and predictable bosses. Mega Man Zx Advent was received far better than the original Zx (and imo is one of the best entries in the entire franchise).

This is definitely another point I want to make: If Mega Man 27 has better designed gameplay and mechanics than Mega Man 2, than honestly I'll take Mega Man 27 any day of the week. Say what you want about fatigue or innovation, but at the end of the day I'm picking the game that has the strongest design.

It's not generalization, the vast majority of game IP's just can't sustain past 3 sequels. I'm not saying that it can't be done, I'm saying that most developers are doing it in a way that dooms the series to become increasingly stale.

I honestly don't see it. While I'm not saying that every franchise with sequels has been perfectly handles, most of them do in fact go above 3 or even 4 sequels without making the franchise crash and burn. It very much depends on the genre and the game in question.

Are you making a 30 minute arcade game where a few sequels with more weapons, more stages, more gameplay mechanics, and more content in general could do nothing wrong except give more variety and choices to the player? Or are you making a franchise where the gameplay is more or less the same each time but the story and setting are vastly different? Are you making a franchise where the story and setting are more or less the same but the gameplay is vastly different each time? Are you making a game where the subtleties of level design can easily distinguish it from previous entries in the series despite looking similar to the untrained eye?

etc. etc.

Say what you want, but "the vast majority of ip's" only really applies to certain genres and aesthetics, and even there is a bit questionable.

Like I said, fatigue doesn't make anyone angry, it just makes people bored enough to walk away.

And what part of almost universal praise and high sales equates to that? Like I said, obviously these franchises aren't going to last forever. But my point is that certain franchises like these are not only well adapted to many sequels and spin offs but benefit from it immensely from a "fun" perspective.

As for the Pokemon grumbling, that shiz has been going on since Pokemon Crystal. Mostly coming from people who stopped playing after Gold or even Yellow.

Mario saw a lot of this in the new super mario bros. games. A ton of people disliked them, and thought they were growing a bit stale. Each one was better than the last, and none of them were bad games, but there wasn't much enthusiasm for them at all. 3D world shook things up enough to win some of them back, and like I said this is a long ways off (and it would probably be less about no more mario games and more about him not dominating the nintendo catalogue) but he's got to slow down at some point.

This is probably a completely different topic, but I feel that New Super Mario Bros was incredibly flawed for a completely different set of reasons. Mega Man 7 and 9, Contra 4 and Shattered Soldier, etc. all were able to renew interest and sales by coming back after a break. But New Super Mario Bros was boring from the get go. Like I said I have my own reasons for why I think the games were complete snoozers, and they have nothing to do with fatigue.

When did I say that you thought they were perfect?
I'm just saying that trying shit until it sticks is the only way to get to a "perfect" shmup (although that's so subjective that it's practically impossible to make.)

"I can see where you're coming from, but it's silly to think that they've just found the perfect shmup formula. There are billions of possibilities even in the niche shmup genre"

What I took from this is that you were implying that innovation in this case was for the sake of achieving some sort of "perfection". But if that's not what you meant I'm sorry. Of course it's subjective.

Actually, I did play touhou for score for a little while. It's half of the reason I got my first arcade stick. I only ever really got anywhere in perfect cherry blossom, and I was still relatively shitty at it, but yes, I understand.

I'm not trying to be elitist here, but what I'm trying to explain is why it's not such a minority thing to not mind having a large amount of sequels in this case. While to the untrained eye or casual fan the games might feel all the same, to competitive players (much like fighting games) even the smallest differences in level design, balance, mechanics, etc. can fundamentally alter the way the game is played and the strategies you approach it with. And having a large number of sequels with these subtle differences to choose from can really be helpful to players in finding a game that suits their playstyle or interests, as well as providing additional options for gameplay variety.

When I say I want Gradius/Contra/Castlevania/Ghouls and Ghosts/etc. remixed 5 or 6 times, I'm not saying I actually want to pay to play the same game I already own a million times. Because to me, even if level design and a few other things are the only changes made, that still makes for a fundamentally different game that's a valid alternative to its predecessors. You might think I'm the minority here, but if you look at the competitive communities for these games (speed running, etc.) you'll see that there are many many players who feel the same. Obviously competition is a niche, and any company that tries to make things comfortable for niche players may have to do some struggling.

"Stagnation" implies monotony, that the experience is becoming less fun, which is inherently a bad thing. But some gameplay experiences are fully capable of getting away with more content/expansions/sequels without stagnation, and furethermore stagnation itself is very subjective and ultimately depends on how much the individual in question wants out of a game. Like I said, 3 games simply doesn't fit everyone and doesn't fit every game or genre.

But you're really undercutting the word "fans." Do you really have to get deeply involved in the competitive aspect and the community to be a fan, or do you only have to be loyal to the series? I believe in the second, but I think you're going with the first. Those people may always be neck deep in these games, even if they release once a month for the next decade or whatever ridiculous launch line-up there is, but the latter still matter and they're not going to keep up.
Look, if you don't think those not involved in the community or whatever parts of a game aren't real fans, whatever. Don't care. It's a vague definition and it doesn't really matter. What matters is whether the not-real-fans are leaving. Because they love the series as much as you do, they just love it for a different reason.

Well, think of it this way. Even within a single fanbase, or just the list of everyone who bought a game, there are going to be lots of different people who play for lots of different reasons. And "fatigue" is going to effect them differently.

Some people buy fighters to play casually. Some buy them to go pro. Some buy them as party games. Some buy them for the story (YES THEY ARE OUT THERE). Some buy them just because ooh shiny graphics. While many of these could call themselves "fans", they are also having very different experiences of the game, and if they leave the franchise it's likely to be for completely different reasons. The people "leaving" a franchise or failing to support it are unlikely to be the competitive types, especially if the game was aimed at them in the first place. And even if some less "serious" fans are leaving, that doesn't make complaints by more serious fans that their favorite series is getting cancelled any less valid. In a perfect world, everyone would get what they want, but just because it was inevitable that a franchise gets dropped doesn't mean it was a good thing that it happened, or that it shouldn't have tried to extend itself in the first place.

If Skullgirls does not become the franchise it deserves to be, I doubt that will be because the games competitive fanbase decides to abandon it.
 
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To be fair, Horseman, David Cage "games" are not games at all. Do you consider going to the scene select on a DVD a game? because I don't. Regardless of traditional values, some things are required for something to be considered something. If you make a sandwich with no bread, it's not REALLY a sandwich is it? because having something sandwiched between two slices of bread makes it a sandwich, regardless of it's content. Something that's required of a game is gameplay, regardless of the genre, a game without gameplay is not a game.
I just wanted to put that out there.