Dunno. This topic could have easily existed 6 years ago.
Here's a possible chain of events that led to the demise of the game over screen, and then some:
1.) A gamer picks up a game, plays for a decent amount of time, and looses his lives before the game has ended.
2.) Gamer, instead of blaming him/her self, blames the game, remarking that it cheats to win, or that certain aspects of the game are impossible to pass. Thus, gamer never learns how to improve.
3.a) Gamer stops playing games, and considers them a waste of time, and learns how to skateboard.
3.b) Gamer continues gaming, but only plays games which are easy enough for him/her, and whinges at each and every time the game is moderately hard.
4.) Developers get feedback from gamers, who seem distressed from the challenges put before them.
5.) Developers begin to implement cheat codes via game genie/ action replay devices/ and later through the game itself, which allows the player to pass the game indefinately.
6.) Gamer uses the aformentioned methods to pass games, and is thrilled to be able to finally play through an
entire game without the unfair computer terminating his/ her progress.
7.) Gamer's search for walkthroughs for games which don't have codes, and slowly builds confidence as he/ she passes game by game. Soon they are so confident, they can play through an entire game (after beating it through cheating though) without cheating!
8.) The confident gamers boast about being able to pass games without cheating, and begin to form the concept that cheating is for loosers.
9.) Developers try to cater for both groups by leaving the cheats in the game, aswell as introducing game saving.
10.) Both groups of gamers are happy, and the game saving is a huge success - only that the games are still a bit too hard.
11.) But clever the developers were; they decided to allow for unlimited and frequent saving - even from anywhere in the game!
12.) Such a success was the unlimited saving, that gamers never feared dying ever again! Such a relief for their lives! (pun
😛)
13.) Games though, still required excessive saving to pass, which once again, began to become frowned upon. There was a dilemma.
14.) But the developers were smart and knew about this dilemma, so they finally began making the games themselves easier. The game over screen was phased out as the developers belief was that gamers were mocked/ intimidated by it's presence.
15.) Gamers rejoice, as all can now pass games without excessive saving, cheat codes, or even walkthroughs!
16.) Gamers once again find reasons to be upset. This time, the problem is that the game isn't long enough anymore - everyone simply breezes through the game that it's over before they started.
17.) Developers comply with the increasing demand that games need to be longer. FMV sequences/ cutscenes dramtically increased game length (especially the ones you can't skip!)
18.) Gamers are happy that they are now getting their money's worth.. although, now that they think about it, 90-100 dollars (AU) seems a bit expensive. (Obviously, the gamers were forgetting about how expensive cartridges were, or weren't entirely familiar with them in the first place.
19.) Developers/ Publishers allow for a mark down on games after they have been sitting on the shelve for sometime. Re-releases often entice gamers with different packaging, and some even featured bonus extras.
20.) Still, some gamers want to make sure they are getting the good stuff, so they won't even consider buying/ trying a game unless it has high ratings/ reviews, or is a sequel of a previously stellar seller.
21.) Developers catch on, and dish out sequel after sequel of a popular game. Some developers spend all their time and money on a single game/ franchise, and market the hell out of to ensure they get good ratings - of course, the increasingly gorgeous graphics didn't hurt.
22.) Gamers begin to despise sequels. They learn to accept them, on the counts that they are innovative enough.
23.) Developers try their best to change existing (working) ideas around so they will be seen as innovative. Many clones result from this.
24.) Gamers continue the endless search to find aspects of games that need "improving" - by their standards, at least. After all, isn't a technology that doesn't keep up with
their standards futile/ obsolete?
and soon to come...
25a.) Gamers finally tire of the easy, visually dazzeling games and find something else to do.
25b.) Gamers whinge that games are too easy. The, oh so cunning, developer is listening.. the cycle continues...
There ya go. A bit exaggerated, cynical, and sarcastic, but that's what I managed to spot after a few years of sitting back and watching the industry.
😀 Don't get angry at me please
😛