What's up with so many major game designers/directors ending up being more or less hacks? Lots of them seem gimmicky, pretentious, or that they otherwise don't really understand what it was that made their past work so great in the first place. Kojima, Miyamoto, Aonuma, Todd Howard, David Jaffe, Neil Druckmann, just to name a few. Even Sakurai, as much as I like him and regardless of how much he works, has been guilty of this in the past. This extends to other media as well and it's why I no longer feel any hype towards advertisement campaigns that use "we brought back the original creator!" as a selling point. It seems like often it is the fans that understand the game more than the creator did when he made it. I heavily subscribe to the "death of the author" mentality because the author will usually screw things up if you put all your stock in them.
@Tadano this was prompted by an interview with Eiji Aonuma where he stated that the reason why people like old Zelda games is nostalgia and that he can't understand why people who would want to return to a more restrictive game for any other reason.
It's stuff like Miyamoto INSISTING on forcing motion controls into crap that doesn't need it because it's a "new way to play." Kojima making a worse game because his whims alone aren't conducive to good game design as much as they would be to some underground film festival movie. Sakurai feeling like people were playing his party game wrong so he added random tripping in the next one just to spite them, or getting so upset that the story for previous games leaked that he didn't focus as much on it later. I don't think a lot of them actually understand what makes people play the games sometimes, and they look solely at sales figures numbers to guide them but it's quite often misplaced because that's not always representative of your core userbase.
That's why having a good team around you is good, though, for sure. Maybe these people have been given a bit too much power over what a game should end up being like at times. Honestly, that's probably part of why something like the original Silent Hill games did so well, because it was a small team and they all contributed to a lot of the game in some way or another. In fact, that might be why a lot of older games seem to have a bit more "quality" to them, for lack of a better term. They were made by significantly smaller teams that could actually contribute, whereas at this point the dev team sizes are expanding at unreasonable amounts (to the point of massive industry layoffs) so there needs to be just a handful of guys who all report to one guy calling the shots.
I don't know, just spitballin. I'm not too happy with the state of modern gaming as I'm sure many people aren't and I think there are a lot of reasons for that, even just beyond "woke" stuff. Gaming's gotten a little too big, perhaps, which sounds like a good thing in theory because more money, more games, more players, more spotlight in the social zeitgeist. It's very easy to feel that magic has been lost, though.
@otokonoko @Tadano this happens with writers too. Jk Rowling and Rick Riordan are pretty good examples of that. And I have no doubt that if any of these game designers were capable of making a game entirely by themselves anymore, it would also turn out to be unrecognizable from the work that made them so popular in the first place.
It is kind of funny though, I've seen a lot of videos and interviews of games that were developed 30 years ago where the devs all had so much passion for what they were working on that they would stay late or sleep at the office, or they would all go to lunch together and pass ideas around. That just seems impossible in a larger studio with more politics.