>>16636918
>If I see one more modder being hired because the employers are too incompetent to find talent on their own then I'm gonna snap
People who employ new gamedevs typically want a portfolio of their work, and usually when someone goes to an overpriced college they make excessively derivative work nobody cares about. A mod meanwhile has buzz surrounding it and depending on the type of mod indicates the experience you want for your project.
>I still can't believe how shit the gameplay is because they still build on a flawed foundation instead of modifying said foundation.
That's because a great deal of elements are still hardcoded. Like with Skyrim you can't add new skills. This won't be an issue with OpenMW because nothing there is hardcoded.
>But the 2010s seem to be depressingly static and creatively bankrupt as the 70s
There were just as many shitty games released in the 2000s as there are nowadays you just don't remember them because you forgot them
>We had all sorts of games ripping off on each other and coming up with over the top ideas in an instant like combining RTS and RPG together.
That always happened. This was even viewed as games "cloning" each other. See "Doom clone", "GTA Clone", "WOW Clone" etc.
>Games also didn't cost that much back then
Not if you account for inflation
>The idea of 6 different campaigns which each play in a radically different way would be right st home with the originality and creativity of the 2000s.
Back then making a new campaign took far less time because the games were really simple. Making a single level for Wolfenstein 3D only took a developer a single day to make.