Western devs have absolutely no faith in their own audience, do they? Between the yellow paint and the annoying characters telling you what to do every 2 minutes or the lobotomy markers seemingly every game now has telling you where to go, there is no space for nuance or interpretation anymore. Samus is arguably the first strong female character in gaming, she didn't need anyone to spell that out she let her actions prove that in silence(aside from Other M, of course). But we can't have that in our modern games now, so we will literally remind you that she has a vagina at every turn, chuddie!
I really hope this is just a flower motif, because I can definitely buy that this is what the 343 rejects and tumblr refugees over at nu-Retro would do.
Honestly, that sounds less a problem of western devs in general and more a mainstream thing.
That said, you can see online people complaining about everything a popular game has that offers some degree of challenge or diversion.
Ironically, that's kind of why Dark Souls became such a popular thing, in a market where games became more and more popular, you see more people that wants to be part of it but lacks skill, so devs needs to accustomate their own game for them, more often than not at the detriment of the core audience as they pander to the masses, meanwhile the devs of Dark Souls never really care about that, they knew their game was niche so they made it the usual way, the fact that people enjoyed it and everyone jumped to play it was an afterthought, not something planned.
I'm fucking tired to mention this game, but there was a recent Team Cherry interview, they made this comment regard Expedition 33 and Silksong being the frontrunners for this year's GoTY:
"Expedition 33 is exceptional and broadly palatable. We’re on that knife’s edge where it appeals to some and infuriates others"
Maybe this is the kind of mindset game devs should have, be aware that your game may not be for everyone and try to make something good rather than popular, since its quality what attracts customers and keeps your franchise/studio alive for the next entries.
You can see this degradation with elder scrolls games and their respective magic system:
- Morowind has a complex magic system that didn't look particularly good but was extremely effective nonetheless, with a vast array of effects that allowed to break the game completely.
- Oblivion has a slightly less complex magic system that still provides variety and customization, as well as a multitude of effect where almost everything had practical use in the specific build.
- Skyrim's magic is absolute garbage, requires a shitton of levels to be almost viable but it LOOKS COOL AND AMAZING AND IMPRESSIVE.
One of the signs of degradation is this basic trick of pumping up visuals while reducing the substance; linear maps, enemies with a samey moveset, open worlds...
The yellow paint and constant tutorials are also part of this, and Its not really good.