Old: Couch co-op, LAN parties, print magazines, strategy guides
New: Global matchmaking, voice/text chat, Discord integration, UGC (mods, maps, skins), esports leagues, streaming (Twitch/YouTube), creator economies
6. Development & Business
Old: Small teams (5–50), 1–2 yr cycles, $0.5–5M budget, retail box, one-and-done
New: 100–2000+ devs, 5–7 yr cycles, $100–300M+ (AAA), live ops (10+ yr), GaaS, battle passes, microtransactions, early access
Beyond Tech: Player Expectations & Industry Trends
Games as Platforms:Roblox, Fortnite Creative, Dreams — users build games inside games
Preservation vs Obsolescence: Digital delisting, server shutdowns, always-online DRM threaten access to "old" games
Indie Renaissance: Tools (Unity, Godot, Unreal) + digital stores enable 1-person teams to rival AAA scope
Conclusion: Old games aren't "worse" — they're *different*: tighter loops, clearer goals, nostalgia, historical value. New games offer breadth, fidelity, persistence, community. Play both. Understand the lineage.