Some of my best hot takes or bad game play concepts have come true, such as my rant many years ago that Pokemon needs a game set in the past. While that take focused on "what if we could see the legendarily while they where super common", it also had a desire to see ancient versions of popular modern day Pokemon in the past. So I am just saying that the 2012 article I wrote clearly predicts Pokemon Scarlet and Violet with the ability to see ancient or future Pokemon in Area Zero. Also obviously taking credit for Legends as well.

Back when I had developed a burning desire for EA to just stop making Sims games due to how horribly designed Sim City was. I proposed that video games should be recalled by game developers or publishers if the product is just crap without pretending it was a AAA seller blockbuster.

Obviously this option has changed a bit since 2014, while a good idea that publishers should be more willing to stop and reflect post launch if a game missed the mark, in recent years this hasn't been the case on what such a scenario would look like in my mind. With the rise of streamers continuing the content cycles and entitlement within the gaming community, examples similar to the idea are a bit forced by the community for the wrong reasons. There have been cases of games, especially games as a service titles which have had their life span cut short. Other examples however are publishers loosing faith in a direction a franchise was taking such as P.T dropping off the PlayStation Store.
Both are extreme examples of misuse which I didn't account for in my rant. My rant was about Sim City been mistreated to the point the produced product was fundamentally flawed and should be retooled rather then released. Similar to my option on The Sims 4, a title which launched with minimum content. While I don't care to much about having to rebuy all the same DLC again, The Sims 4 had similar structural changes with how neighbourhoods worked and prioritised content packs which weren't full expansions.
Both games are a product of what happens as gaming progresses further towards monetisation in every crevice. Titles within the simulation genre for example are traditionally less easy to slap a DLC pack, some sick skins or loot boxes into them. Not to say that it can't be done, but especially in the takes EA had on The Sims and Sim City showed that it sacrificed game play or changed expectations on what should be released at different points of a games cycle. Only for a lot of the time content missing or never happening.
In recent years the push for games to be not sold has been driven by communities either against the content within the games due to politics, or a general distaste to how some issues in game design which aren't necessary problems. Graphical gate keeping is another problem the industry faces as hot takes that a game looks like an early 3D title because it has polygons is another example of the fan base of gaming loosing the ability to be analytical about games outside of knee-jerk reactions instead of the what if. A what if approach is more inline with those who crave change, desire ambitious titles and imbrace imperfections around design but not business practices.
When a game becomes second to the business goals, it shows. Back in the days of the Xbox One and PS4, gaming was swayed by the changes in connected consoles coming in. Always on DRM may be in the end result we live in now, but during the initial announcements at E3, this was something that messaging destroyed Microsoft.

We are seeing this again with the drive for AI, Microsoft has a nickname of Microslop due to the company injecting AI technologies in every single area the company operates in. With the change in leadership at Xbox, the current leadership team comes from their AI division. The company has also recently patented having AI be able to complete game sections instead of skipping ahead. Which certainly has given arise to a few eyebrows. While patents never always get put into products, it does show a change in how the industry is thinking when it comes to games. It isn't a Microsoft exclusive problem either.
Instead of doing my amazing on demand cartridge idea for physical games. the industry is much more attached to making content itself on demand. What this does show is that mass content based games which every little thing must exist in for reasons instead of purpose are treated to the point that companies feel that there is zero reason to put effort into generating that content. Games might seem fun to be personalised to the player, but these experiences are more homogenised to generate consistency. Yes you will be able to play City Fighter Online Survival Building Shooter Simulator 2026 for infinite hours, but about 4 hours in that content will be derivative.

The argument could be made who cares as long as companies are getting money, but excessive content that is algorithmicly generated is designed to hook. The game play loops rely on more gambling style mind manipulation to get the gamer to play one more hour. This plays heavily with the streaming fantasies everyone has and the death of the internet where everything is just low value content.
It isn't about been able to say "I had a good time playing this game", it's about been able to have a game that has enough in it that it feels like freewill to do anything. But at the same time any of the multiple tasks will be mundane, limited repetitions that even a different theme will replicate 100%. You aren't playing something new, your just playing the same looter Shooter over and over.
Evaluating past content allows reflection as the industry changes. It is important to discuss why opinions where had at certain times. It is also important to change opinions if needed, especially as hot takes could be drastically detrimental when implemented.
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