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Gaming has never been bigger. So why does it feel less exciting?

This should be the golden age of gaming. Instead, there has never been a more frustrating time for those who love them. Games are more ambitious, technically accomplished and capable of reaching larger audiences than ever. Yet buying the hardware to play them is becoming more expensive; owning games is becoming increasingly less straightforward due to the shift towards digital purchases and…

Gaming has never been bigger. So why does it feel less exciting?

The current era of gaming seems to be both thrilling and perplexing for enthusiasts. While games are more ambitious, technically impressive, and able to reach wider audiences than ever before, there are signs of growing frustration amongst fans. The cost of hardware is rising, digital purchases have made owning games less straightforward, and major developers appear less inclined to take risks on untested concepts.

At the pinnacle of the industry, a conservative approach often outweighs creativity. In 2026, established franchises continue to lead the market, such as Resident Evil Requiem, Forza Horizon 6, Gears of War: E-Day, Marvel's Wolverine, and Silent Hill: Townfall. These games do not necessarily signify poor quality, as innovation can occur within well-known series.

However, the dominance of familiar intellectual properties is evident and is often seen as a prudent choice for businesses with substantial investments and many jobs at stake. Additionally, the increasing price of processing chips due to the growth of the AI industry further impacts gamers.

The costs of gaming hardware are also on the rise, with major console manufacturers raising prices. Sony increased the price of PlayStation 5 in April, reaching $649.99 and PS5 Pro at $899.99. Microsoft followed suit in August after previously raising prices the previous year. Nintendo's Switch 2, launched in the US at $449.99, will increase to $499.99 in September.

Historically, console prices have decreased as generations mature; however, this generation has bucked that trend. Consequently, the decision to purchase gaming hardware becomes more complex. The average player might question whether they still need the most powerful box available. Nintendo demonstrated with the original Switch that portability could be a console's center rather than a compromise.

Valve expanded on this idea with the Steam Deck, offering a handheld PC with an extensive library that can accompany its owner. The PlayStation 5 and Xbox Series X remain excellent choices for those seeking high-end performance on a large television without considering battery life or PC settings. However, as a stationary console costs more five or six years into its life, portability emerges as a more vital consideration regarding value.

The year 2026 is dominated by anticipation for Grand Theft Auto 6, the latest installment from Rockstar, released on November 19. The game's marketing includes an extended gameplay presentation on Netflix, followed by its release on YouTube. This fragmented approach to accessing entertainment reflects the changing relationship between players and gaming products.

Digital purchases have become the norm, with games being licensed rather than sold. This shift can make it harder for players to resell or trade their games. Furthermore, the increasing prevalence of micro-transactions, season passes, and digital currencies extends spending beyond the initial purchase. Despite these developments, games must still provide an enjoyable experience.

Independent developers stand out in this context, often making mechanics, visual identity, or unique ideas the center of their products. By focusing on novel concepts, these developers can compete with the scale of major releases like GTA 6, which represents the pinnacle of the modern blockbuster: years of anticipation, vast resources, and cultural significance.

Written by urgent.news from The National Business's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

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