But, to your point-- everyone got out of the AAA game development business. We've had one Elder Scrolls and one GTA for ten years now. All of those insane articles dramatizing Bioshock: Infinite as the last AAA title were true. It's like the Waterworld of games, the last big effects movie before everything became cheap CGI.
Games are lootboxes, middling cartoony style, addiction mechanics with some social stuff lightly sprinkled on top now.
Sidenote: Making TF3 would be especially weird because Valve basically popularized all of those trends.
That's just the format now. Even CDPR and other companies clinging to the old formula are just coasting on past momentum, with the cracks starting to show.
The Last of Us pt. II is an incredible, highly detailed, long single player game with no microtransactions of any kind. Most modern Sony titles are like that.
> That's just the format now.
It simply doesn't need to be this way. It would take 1 executive decision to change all of this.
Half-Life Alyx is almost universally hailed as the best VR game and as good if not better than the previous Half-Life games.
That being said, you're right about them neglecting a lot of their IP. Specifically a TF3 might be really cool to see, along with more love for Counter-Strike.
I hate this new idea that every failed game is just "bad marketing"
MS Flight Simulator 2020 and Hellblade: Senua's Sacrifice might be other "best VR game" contenders.
Though I think some of that may be because of the game controller I use. It's an Astro C40, which due to driver issues, can't decide to tell Windows if it's an XBox 360 controller or an actual Astro C40. If it identifies as a C40, then games don't know what it is and don't have any default bindings and I have to configure it all, and with a game like MSFS 2020, there's a lot to bind. But also, lately, I've been having an issue with it deciding that the controller only has two buttons and nothing else, not even analog sticks.
But I digress...
I think MSFS in VR would be a LOT better if it gets support for controller-free hand tracking, like the Leap Motion. I'd still use a game controller for the main inputs (Flight stick, brakes, rudder, probably throttle as well), but I'd love to be able to just reach and flip light switches, turn dials, etc.
How so? I wasn't able to play past the intro when they literally letterboxed me in a cutscene.
Might have been infantile on my part, I'll give it a chance again once I repair my rig.
Definite agree on the watchability, CS is the only e-sport I really watch the big tournaments for, they just nailed the aspect of it being easy to understand and creating a lot of high-adrenaline moments.
Yet weirdly, Valve refuses to sell their Index VR system to people in Australia.
As I discovered recently, when looking to get one, here in Australia. :/
There are people selling some international version via Amazon, however apparently if any kind of warranty issue happens then you're screwed. So, "no" to that.
https://www.accc.gov.au/media-release/high-court-dismisses-v...
Hardware devices have an even higher cost burden for warranty handling then software products, So given they're not really wanting to do proper warranty on software I don't see hardware being better.
I bought a game a while back that turned out not to work on my system (very clearly), and Value rejected the (several) refund requests I created for it.
So it became a matter of "do I want to do a chargeback on this (and lose my entire Steam account), or not?". Decided to just put up with it, as it wasn't much money.
That being said, I rarely buy via Steam any more, and never full price.
So, not even close to the threshold. Still, they just kept rejecting it with some form-letter-like excuse (eg no actual conversation), and that's the end of the matter each time. No appeal, etc.
Half-Life 2 and associated technologies put Valve in the position they are today.
Dota 2 and CS:GO are both AAA games that are still under development. Valve never stopped developing.
The more accurate question would be why did Valve get out of the single-player AAA game development business? The answer is risk and profit. The same reason why Disney keeps making Marvel and Star Wars content. Established properties are good earners with very low risk - and there's no lack of rabid fans who love the companies for it.
Valve is still surfing on the inertia of their initial software-based innovations, and is only continuing to cruise along by siphoning off others in their (lightly) curated market.
How much money is sitting in the coffers at Valve Software? What practical force prevents leadership from allocating just 1% of that pile of cash to something like TF3? It almost feels like we are being intentionally suffocated by our entertainment industry these days. It's the exact same story at Blizzard/Activision, EA, etc., but at least in those cases you can blame the publicly-traded aspect of the organizations.