Gaming is Shit Now, Right? (Episode 01)

Very excited to say that episode 01 is now live on all your favourite podcast services.

In the inaugural episode of the Grumpy Old Gamer podcast, hosts Al, Ian, and Tim discuss the current state of the gaming industry. They discuss topics such as the monetisation of games, the over-reliance on DLCs, the shift towards live service games, and the continuous consolidation of gaming studios under major corporate banners. The trio reminisces about the ‘good old days’ of gaming, debating whether older games had more charm and completeness compared to today’s offerings. They also touch upon the impact of microtransactions, the challenges of DRM, and the pervasive crunch culture affecting developers. Tune in as these seasoned gamers provide a passionate critique of modern gaming and share their hopes for the future.

https://gog.fm/listen

Grumpy Old Gamer Podcast – Episode 1 Show Notes

Episode Title: Gaming is Shit Now, Right?

Hosts: Al, Ian, Tim

Episode Length: ~45 minutes

Episode Summary

In this inaugural episode of the Grumpy Old Gamer podcast, the hosts dive deep into the question that haunts every veteran gamer: Has gaming become shit? They explore the various ways modern gaming has changed from the golden days, covering everything from DLC practices to live service games and industry consolidation.

Key Topics Discussed

DLC and Monetization Practices

  • The DLC Problem: Games now launch at $70 but require season passes for the “complete” experience
  • Casino-Style Mechanics: Discussion of loot boxes and predatory monetization
  • The Sims 4 Case Study: Full game experience costs $1,484 with all DLC
  • Expansion Packs vs. DLC: Remembering when Red Alert’s Counterstrike expansion had 15-20 missions vs. today’s single skin “DLC”

Subscription Models

  • Stellaris Subscription Service: $10/month for all DLC access
  • Temporary Gaming Strategy: Players subscribing for a month, playing intensively, then canceling

Game Preservation and Ownership

  • Physical vs Digital: The joy of being able to fire up a PS2 game instantly vs. always-online requirements
  • “You Will Own Nothing”: The shift to digital distribution and live service models
  • Stop Killing Games Campaign: EU initiative with 1.4 million signatures to ensure games remain playable after support ends

Launch Issues and Development Problems

  • Broken Launch Epidemic: Games launching in unplayable states requiring day-one patches
  • Notable Examples: Cyberpunk 2077, Fallout 76, Red Fall
  • Developer Crunch: 100+ hour work weeks burning out talent
  • Shareholder Pressure: Release dates set before development completion

DRM and Always-Online Requirements

  • Single Player Restrictions: Games like Diablo 3 and SimCity requiring internet for offline play
  • Server Dependencies: Getting kicked out of single-player games due to server issues
  • Data Collection Concerns: Questioning the real purpose behind always-online requirements

Live Service Games

  • Fortnite Impact: From planned single-player game to “storefront for selling skins”
  • Failed Live Services: Marvel’s Avengers, Anthem, Concord (shut down after 2 weeks despite $200+ million investment)
  • Dead Service Problem: Games becoming unplayable when servers shut down

Industry Consolidation

  • Microsoft Acquisitions: Activision Blizzard ($75.4 billion), Bethesda/ZeniMax ($8.1 billion)
  • Studio Closures: Talent bleeding and loss of studio identity
  • Halo Case Study: Bungie’s original vision vs. current 343 Industries/Halo Studios management
  • Monopolization Concerns: Fewer studios controlling more of the market

Gaming Hardware and Exclusivity

  • Console Wars Evolution: From hardware-driving exclusives to software-focused strategies
  • Timed Exclusivity: Six-month windows before multi-platform releases
  • Game Pass Strategy: Microsoft’s subscription-based approach

Early Access Debate

  • AAA vs. Indie: Supporting indie developers (Manor Lords, Baldur’s Gate 3) vs. refusing to beta test for major studios
  • Seven Days to Die: Over a decade in early access as cautionary tale

The Golden Age Question

  • Complete Games: Titles shipped finished and fully playable
  • Game Manuals: Physical documentation and the unboxing experience
  • Timeless Gameplay: Super Mario, Zelda, Final Fantasy – games with lasting appeal
  • Charm and Soul: Modern games lacking the personality of classic titles
  • Price Evolution: From $50-60 to $80+ base games, plus DLC costs

Notable Quotes

  • “Fortnite isn’t really a game, it’s a storefront for selling skins”
  • “Gaming is shit now” – general consensus among hosts
  • On modern releases: “First impressions last. Even if they do fix it in the end, I’m just gonna say, fuck you, Ubisoft”
  • “You will own nothing and you will be happy” – dystopian gaming future

Memorable Moments

  • The Sims 4 Price Reveal: Shock at the $1,484 total cost for complete experience
  • Physical Media Nostalgia: Discussion of PS2 reliability and game manuals
  • Concord’s Quick Death: $200+ million game shut down after two weeks
  • Red Alert Secret Missions: Hidden content found by clicking speakers in the menu

Future Episode Teases

  • Game preservation and the Stop Killing Games campaign
  • Star Wars vs. Star Trek debate
  • Marvel vs. DC discussion
  • AI’s impact on gaming

Contact Information

  • Website: gog.fm
  • Email: [email protected]
  • Platforms: Available on YouTube, Spotify, Apple Podcasts, Amazon, and other major podcast platforms
  • Social: Discord and Twitter communities available

Episode Verdict

The hosts unanimously agree that modern gaming has significant problems, though they acknowledge some improvements in graphics and technology. The consensus is that games were more complete, charming, and consumer-friendly in the past, despite being less technically advanced.


This was the inaugural episode of the Grumpy Old Gamer podcast. The hosts encourage listener feedback and community engagement through their various platforms.

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