>>724726072
>Honestly might've contributed to fatigue in the market which is why they're not as popular anymore
The control schemes being adopted as the 2000s progressed are really bad for horror.
>Rising costs of game dev
You can really sort this into two categories:
>Time, effort, morale, efficiency, etc. wasted on pointless office politics
>Fake costs that from creative accounting that are scraped off the top and moved somewhere else
Games are cheaper and easier to make than ever.
>Oh but the high fidelity and the open world
Ah yes, the stock assets purchased from a store and the procedurally generated heightmap really took a long time to make, which is why the personnel costs are so high.