Discussion point: an extraordinary year for games was certainly not easy

Animal Crossing New Leaf© Nintendo

It is not surprising that we are at a point of reflection, since now we have spent a year of life being turned upside down and drastically changed from what it was before. Our day-to-day routines probably won’t be ‘normal’ for quite some time, in fact, but a consistent part of our reader’s lives has remained with us – the game.

This is not a new topic; we talked to developers about the impact of COVID-19 on their teams and saw the incredible cultural impact of Animal Crossing: New Horizons when it collided with an unprecedented point in recent human history, among other topics. From a business point of view, too, the video game industry saw an increase in interest and, indeed, profits; the game has never been so ‘mainstream’. In fact, we are at the point where discussions about your role in entertainment and culture are unnecessary; now it has been established for a long time.

So how did the games take the most challenging year in memory – for many of us, at least – and not only survived, but also prospered? On the one hand, it was uniquely placed alongside streaming TV services.

So how did the games take the most challenging year in memory – for many of us, at least – and not only survived, but also prospered? On the one hand, it was uniquely placed alongside streaming TV services. We are stuck at home for long periods, and when we seek entertainment, we go to the TV or similar device. So far, so obvious.

Hardware sales have increased, of course, and at the beginning of all, the Nintendo Switch was the most recent console to be released and perfect for the time; demand often outstrips supply. The insatiable demand for the PS5 and Xbox Series X / S was – at least in part – driven by this, but it is clear that Sony and Microsoft have encountered serious problems with manufacturing and materials. Nintendo fell into a good spot not only with the launch of companies like Animal Crossing, but because it has well-established manufacturing channels and supply chains; a blow was struck last spring, when factories closed, but from late summer 2020 onwards, Nintendo managed to catch up and win hay.

For the Triple-A parts of the software business, however, this was actually a mixed period. On the one hand, massive titles that he did going out the door with notable sales due to our appetite for new games; releases like Assassin’s Creed: Valhalla it was particularly good, but like so many big games, it had bug issues (ahem, Cyberpunk 2077)

Bowser's Fury© Nintendo

Nintendo undoubtedly had mixed moments in terms of the quality and depth of the releases, even if their accountants don’t care. Paper Mario: The Origami King it was nice, but the series is not the most prestigious of the company (although the Switch entry was the most sold for IP).

Hyrule Warriors: Age of Calamity it certainly got the blood pumping for Zelda and BoTW fans, and it’s an excellent title that nevertheless takes hardware to its limit; the level of the Korok forest is painful, but it doesn’t matter. After that, it was not much new as such, but it capitalized on Mario’s nostalgia and birthday; even the most fervent fans should probably admit that the Super Mario 3D All-Stars collection was a little lackluster as a commemorative product. Bowser’s Fury, like a new game in its Super Mario 3D World package, was innovative and fun, but even that lacked some aspects of Nintendo’s usual polish; this is not necessarily a harsh criticism of the spin-off, as Nintendo places itself at such a high level with the franchise, but a reality of the interrupted development process.

Often, it is the smaller titles that capture the zeitgeist of the blockade. Players of all types want to feel connected with family and friends, and games have become a way to achieve that.

For smaller developers, there will be logistical challenges, of course, and we will speak on another occasion about some aspects of last year that have affected this area. Still, in terms of game production, many of these small teams have probably worked remotely (“midsize Indies” will have found it more difficult), at least to some extent with teams scattered around the world. It won’t have been simple – far from it – but the agility and flexibility of smaller studios will have served them well.

That made 2020 an incredible year for the best of indie games to take off, as more complicated AA projects struggled to progress and used to be delayed – “now coming in 2022” is a familiar line for great titles that have been targeting this year too, so these issues are ongoing.

Unsurprisingly, they are often simple and easy to play multiplayer-focused titles that capture the blocking zeitgeist. Players of all types want to feel connected with family and friends, and games have become a way to achieve that. Fall Guys: Ultimate Knockout certainly took advantage of that, with the smart decision to include it on the PlayStation Plus, greatly increasing its exposure along with significant PC sales. It is often overlooked that Devolver Digital publishes this game, so it wasn’t a brave indie release out of the blue, but the publisher’s smart deal with Sony was vital. It is also easy to play and enjoy, which was a trend of viral successes last year. We are interested in seeing what will happen to Switch owners when it arrives on their consoles later this year.

Among us© Innersloth

So, of course, there are Among us, which is arguably the most important story, as it was genuinely the work of a small team without big sponsors. When you look at the simultaneous graphics on Steam, it’s fascinating, as this is a game that worked together with a small but loyal user base for some time before it exploded last year, thanks to its strong design and nudge of powerful influencers who have fallen in love with it. Its history is one of exponential growth during the summer and autumn of 2020, after its big chance, and is now an important part of the current Indie gaming scene. Again, he captured the need to play with other people and connect, doing it in a fun way. Valheim is the current viral hit on the PC, so this trend will undoubtedly continue for a while yet.

The trends of the past crazy year are fascinating, but the ultimate goal of this short article is to thank developers and publishers of all sizes, from AAA to the smallest in the Indies, who delivered so many great games over the past year. All the challenges we face – and vary for each individual – will be the same for these game makers. Reflecting on the quality and depth of the games in the past year seems even more surprising with that in mind.

Most importantly, the games have managed to show a wider audience what many of us have known for decades. Video games are important, the experiences they provide us are important. Whether it’s plugging in headphones and embarking on a solo adventure or connecting with others for multiplayer antics, games offer a degree of immersion and entertainment that is unique. As a medium, it has incredible power and shone last year.

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