I’ve seen James Rolfe tackle top ten lists for the reasons behind the awfulness for Blu-ray, and most recently, modern movie theatres. I’m surprised he hasn’t done a list for the present-day AAA gaming industry. If you look at the shelves of classic games, hundreds of titles have been released on the NES, Super Nintendo, Sega Genesis, and PlayStation 1. When you bought a game, you took it home, put it in the console, and simply played it.
While that feeling is still in our minds as of today, the modern gaming industry has transformed into a massive, corporate, anti-consumer clown show. It’s not about art anymore; it’s about squeezing every single cent out of your wallet while delivering the bare minimum. While we wait for James Rolfe to put out that video, here are the top ten reasons he should consider. While you read this, you better grab a drink of Propel.
10. The Death of Physical Games
Remember instruction manuals that featured cool art? You go to GameStop, pay $70 for a title, and when you open the box, you get nothing but a piece of paper containing a download code. The disc doesn’t even have the game on it – it’s a license key to download a 100GB ISO file.
What happens after you finally download it? The experience is broken, glitchy, and an unplayable pile of garbage. If you look at Cyberpunk 2077, Fallout 76, or Sonic ’06 back in the day, the new corporate philosophy is “release now, fix later.” They expect us to pay $70 to be their beta testers? What happened to Shigeru Miyamoto’s famous quote? If you delay a game, it will eventually be good, but if you rush it, it will be forever bad. Nowadays, a rushed game just gets a 50GB day one patch that breaks your hard drive.
9. Annual Releases and Total Complacency
If a game is successful, what does the publisher do? Do they take their time to craft a beautiful, meaningful sequel? No – they copypaste the code, update the playable character rosters, change the number on the box, and sell it to you next year. Sports games are notorious for this – Madden, FIFA, and NBA 2K end up becoming the exact same game year after year. It’s a $70 roster update with next to no refinement. Don’t even get me started on Call of Duty. It’s an assembly.
Meanwhile, franchises people actually love are left to rot because publishers are too complacent to take a risk. How long have you been waiting for a new Bully, Max Payne, or Half-Life? Valve is making billions from Dota 2 and Steam, so why can’t they bother making Half-Life 3? They’re lazy and sitting on a mountain of money like Smaug the Dragon, refusing to make games!
8. Style Over Substance
Graphics are all I care about anymore. No matter what you play, look at the ray tracing or individual pores on a character’s face, or even realistic mud textures. I don’t care if the mud looks real or if the gameplay makes me want to stare into a blank wall. Games like Anthem or The Order: 1886 look like Hollywood movies, but they have the depth of a puddle in a parking lot. They spend hundreds of millions of dollars on visual style to distract you from the fact that the story is non-existent and the gameplay is just holding forward and pushing the X or A button to watch a cutscene. It’s like a movie where you have to keep pressing the play button. What we want is to play the game, not watch a tech demo.
7. Digital Rights Management
This one really grinds my gears. Video games grew because of passionate fans making mods, fan translations, and non-profit tribute games. Today, many companies have started becoming aggressive with digital rights management, and some of these methods have been outright ridiculous.
Major studios have looked into China for controlling what users can say or do with their intellectual property. They will unleash an army of lawyers to scrub the internet of brilliant, non-profit fan remakes that took years to build and do zero harm to the original property. Nowadays, they’re even using artificial intelligence to auto-execute takedowns. They want community compliance. It’s like a chef throwing a customer in jail because they added salt to their soup.
6. Toxic Crunch Culture
Behind every broken, overhyped game is a studio full of human beings being absolutely miserable. Crunch time may sound like a fun name for a candy bar, but it’s actually a corporate euphemism for making their employees work 80-hour weeks with no breaks and keep them from their families for six months, all because of project mismanagement.
Rockstar, Naughty Dog, and CD Projekt Red have all been guilty of this. They overwork talented artists and programmers until they burn out, have mental breakdowns, quit the industry entirely, or even die from karoshi – all to ensure a game meets a holiday deadline for the shareholders. It’s sickening.
5. Pre-Order Culture and Chopped-Up Content
There was a time when you would pre-order a game and ensure the store had a copy for you on that Friday. Now, they want you to buy the game before a single second of gameplay is even shown.
They incentivize it by literally chopping pieces out of the finished game and locking them behind pre-order paywalls. Do they want you to pre-order at GameStop to get a blue laser sword, or the ultimate edition to get an exclusive story mission? That shouldn’t be an incentive; it should be in the game you are playing. It’s like buying a car, but the dealership says if you want the steering wheel, you should have pre-ordered the deluxe turbo edition.
4. Battle Passes and Live Services
Everything has to be a live service now. You know what kind of service we need – where you give them money and receive a finished product.
They don’t want you to just play a game anymore – they want it to be a second job. Look at Fallout 76 or Marvel’s Avengers. They release a barebones skeleton of a game, fill it with daily chores and challenges, and a 100-tier battle pass, all over the fear of missing out if you don’t play every single day. Log in today or you’ll miss a glowing green hat? We don’t need a digital job – we have enough chores in real life. We don’t need to mow a virtual lawn to unlock a digital pair of pants.
3. Increasing Price Tags
Seventy dollars has become the new standard for a standard edition game. What do you get with that price tag? Everything I just mentioned – a broken, unoptimized download key, stripped content, battle passes, and the requirement of a day one patch. If you’re going to charge a premium with luxury tax prices, you’d better deliver a flawless, complete masterpiece. Instead, they charge seventy dollars for the privilege of letting them sell microtransactions, and I’m about ready to mention that in the next one.
2. Microtransactions and Loot Boxes
Microtransactions used to be confined to cheap, garbage mobile games. Now, they are infected deep within console games. You buy a $70 game, and the main menu looks like a casino.
The absolute lowest depth of this greed is the loot box. What they’re promoting is gambling for youth. That’s outright illegal in many jurisdictions. You pay real money for a digital crate that opens with flashing lights to give you a randomized pile of junk you don’t want. Star Wars Battlefront II was so bad it literally caused international governments to step in and ban it for illegal gambling. When a game you made is getting investigated by the government for financial crimes, you have crossed a line, and prepare for grilling from lawmakers or even lawsuits.
1. Corporate Death of Passion
The ultimate reason the modern gaming industry sucks is that it has completely lost its soul. Gaming used to be run by nerds, artists, and visionaries in garages and small offices who had a crazy idea and wanted to see if they could make it work. It was about pure imagination.
Just like the rest of the entertainment industry, gaming is run by suits, boardrooms, shareholders, and CEOs who don’t even play or care about video games and couldn’t tell Mario from a hole in the ground. Every decision is made by an algorithm. What trend can they chase? How can they make it appeal to the widest demographic? How can they maximize player retention metrics?
They’re treating games as commodities like bars of soap or tubes of toothpaste. They buy up great, legendary independent studios like what Electronic Arts did to Origin Systems, Bullfrog Productions, and Westwood Studios. They milked them dry and shot them in the head because they didn’t make a billion dollars in the first fiscal quarter. It kills creativity, risk-taking, and the magic that made us fall in love with the hobby in the first place.
Afterword
Thank God for the indie scene and the small developers who are still making games because they actually love them. If it weren’t for them, Nintendo, or Sony’s occasional single-player masterpiece, I think I’d just pack it all in and play Mario Kart, Pokémon, and Touhou Project for the rest of my life.
The modern gaming industry is a corporate wasteland. It’s a cow being milked so hard that blood is coming out of the udders. The AAA can be considered Single A now, or F minus. Go play something that doesn’t require an internet connection or a credit card.
Here’s how each reason would rank on the scale:
| Topic | Rank | Reason |
|---|---|---|
| Death of Physical Games | Passable to Debatably Bad | They’re still functional, but stripping away the art, manuals, and physical ownership in favor of download codes treats them as serious flaws. |
| Annual Releases and Total Conplacency | Debatably Bad | Copypasting code, updating rosters, and slapping a new year on the box leads to sheer lack of innovation and makes beloved franchises mediocre cash grabs. |
| Style over Substance | High Contamination | While hyperrealistic skin or mud is admirable, shallow gameplay makes no one enjoy playing the final product. |
| Digital Rights Management | High Contamination | Armies of lawyers and AI takedowns on passionate, non-profit fan products ruins community goodwill, contaminating the culture surrounding the medium, turning creative expression into compliance prison. |
| Toxic Crunch Culture | Very High | When brilliant artists and programmers are subjected to 80-hour workweeks, burnout, and mental breakdowns just to meet a holiday shareholder deadline, the cost leaves creators traumatized. |
| Pre-Order Culture and Chopped-Up Content | Severe Zone | Locking vital pieces of a finished story or gameplay mechanics behind pre-order exclusivity is the structural equivalent of selling cars and charging extra. |
| Battle Passes and Live Services | Severe Zone | Turning a hobby into a second job via daily chores poses a serious risk to your mental health and free time. We don’t need virtual jobs to unlock exclusive content. |
| Increasing Price Tags | So Horribly Bad | High prices, unoptimized download keys, requirements of day one patches, and microtransactions are completely unjustifiable. It’s just flat-out terrible consumer exploitation. |
| Microtransactions and Loot Boxes | Major Code Red | Turning console games into casinos crosses every legal and ethical line. When governments and lawmakers step in to investigate, games completely fail to qualify as their medium. |
| Corporate Death of Passion | Major Code Red | The absolute ultimate failure. When executives replace artists and pure imagination, games lose their soul entirely. They stop being art and become a hollow commodity. |
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I remember back in the day, a gba copy of Emerald (new!) was at least, $70 easy, Fire Red, about $60-is? Now Tomodachi Life 2, is like $60+ and the Pokémon titles, are at least $70–80!!!!!! Kind of makes me wonder if I really need that Switch. (I want TL2) I feel like hitting my head against the wall 😂
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This is a sharp, energetic, and nostalgic critique that really captures the frustration many gamers feel about the shift from classic, complete “play-and-own” experiences to modern live-service and corporate-driven design.
What stands out most is the contrast you draw between the simplicity of earlier eras—NES, SNES, PS1 games you could just insert and enjoy—and today’s heavily monetized, patch-dependent releases. That emotional thread of “we used to just play” gives the piece its punch.
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