I play a lot of freeware games. I start to pick up on trends. Many of them come about out of convenience. A lot of free games are products of a jam and so a straightforward production pipeline is essential. I guess game jams work as an excuse to make a game not “good” enough to meet expectations of a typical game release, so they proliferate as the largest modern genre of freeware. Which is whatever, a lot of game design demands a short length, but the videogame economy does not. Game jams are unfortunately effective.
There’s a narrative trend that I don’t know how to describe in a snappy way. I do know once I start describing it, like, most people who’ve been around these scenes will know what I’m talking about. It’s just unacknowledged with any kind of specific name. Crucially, I’m talking about games that try harder than is needed to mean something. Videogames that hit you over the head with their intention, in a way that I don’t think is motivated by being blunt or obvious. Game design in the vein of Passage, where it’s more important to make a statement about the present value of videogames. Prioritizing commentary on expectation-value than much more affecting expression. I guess videogames inevitably asserted they’re not toys in a way as annoying as possible, because the inverse discourse really is and was that annoying. Ennui has to be sincere before it can be excised.