Wow, the analysis is great - thanks for sharing it! For me Stickerbush Symphony always evoked some sort of loneliness or melancholy…
And yes, the whole series has great music. I agree DKC2 is the best in this regard; not just because the tracks are great on their own, but because they fit really well the mood of each level. Disco Train is on its own a rollercoaster, Mining Melancholy’s “mmhmm mmhmm” evoking winds and machinery, Bayou Boogie making the level sound m… mois… swampy. From other games of the series DKC1 Forest Frenzy and DKC3 Nuts and Bolts are also great. (Now thinking, the DKC3 soundtrack as a whole is a bit more industrial.)
Donkey Kong Country was my favourite childhood game series.
The first game was a blast: fun gameplay, full of secrets and things to collect, good music, gorgeous graphics even for 2025 standards, the difficulty was just right. (A bit too hard for me back then, too easy nowadays.)
I remember when DKC3 was released in '98, I’d go to the cartridge rental shop once a week to ask the guy if they had it already. (He was extremely patient with me. That guy was a bro.) Once I finally got to play it, it didn’t disappoint me at all, I loved those puzzles and it was amazing to explore the map freely. Kiddy was a bit odd, but really fun to play with, and I loved how Dixie throwing Kiddy had different mechanics than Kiddy throwing Dixie.
But by far my favourite was DKC2. Everything was perfect - they picked the formula from DKC1 and expanded it: more collectibles! Better music! Better looks! The bonuses now aren’t just “find all bonuses in the level for +1%”, now you got something to find in them! I can literally play the first level of that game with a blindfold, it’s itched in my brain. (Fuck Bramble Blast, though. I had a hard time finding one bonus and the DK coin there. And by then my English was a bit too awful to get what Cranky said.)
Then… well, DK64. It killed the series for me. I didn’t get why it wasn’t fun, but nowadays I see what happened - early 3D games had clunky controls and camera, plus the whole “gotta remake the whole thing five times to get to 100%” was meh.
And because this sort of big business often focuses obsessively on what can be measured, ignoring what cannot be. Even if the later might be more important.
You can measure the number of vertices in a model, the total resolution, the expected gameplay length, the number of dev hours that went into a project. But you cannot reasonably measure the fun value of your game; at most you can rank it in comparison with other games. So fun value takes a backseat, even if it’s bread and butter.
In the meantime those small devs look holistically at their games. “This shit isn’t fun, I’m reworking it” here, “wow this mechanic actually works! I’ll expand it further” there.
as Rigney defines it, deprofessionalization is […]
The older games are not “overperforming”. The newer games are underperforming.
Large studios are “struggling to drive sales” because customers take cost and benefit into account.
The success of those solo devs and small teams is not “outsized”, it’s deserved because they get it right.
What’s happening is that small devs release reasonably priced games with fun gameplay. In the meantime larger studios be like “needz moar grafix”, and pricing their games way above people are willing to pay.
More than “deprofessionalisation”, what’s primarily happening is the de-large-studio-isation: the independence of professionals, migrating to their own endeavours.
Also: “deprofessionalisation” implies that people leaving large studios stop being professionals, as if small/solo devs must be necessarily amateurs. That is not the case.
Deprofessionalization is built on the back of devaluing labor
And he “conveniently” omits the fact that most of that value wouldn’t reach the workers on first place. It’s retained by whoever owns those big gaming companies.
And people know it. That’s yet another reason why they’d rather buy a game from a random nobody than some big company.
As A16z marketing partner Ryan K. Rigney defines it […]
Rigney offered some extra nuance on his “deprofessionalization” theory in an email exchange we had before PAX. He predicted that marketing roles at studios would be “the first” on the chopping block, followed by “roles that seem replaceable to management (even if they’re not).”
Emphasis mine. Now it’s easy to get why he’s so worried about this process: large studios rely on marketing to oversell their games, while small devs mostly reach you by word-of-mouth.
Something must be said about marketing. Marketing is fine and dandy when it’s informing people about the existence of the goods to be bought; sadly 90% of marketing is not that, it’s to convince you that orange is purple.
My PAX trip validated my fear that three professions are especially vulnerable in this deprofessionalized world: artists, writers, and those working in game audio or music.
Unlike marketing teams, I’m genuinely worried about those people. I hope that they find their way into small dev teams.
I feel like I’ve been using this metaphor a bit too often, but: Nintendo is shitting its pants to make Pocketpair (PalWorld dev) smell. So far, the results of the litigation have been slightly bad for Pocketpair, but really bad for Nintendo - just the sheer amount of negative publicity is likely costing Nintendo more money than it could ever get from this turf war.
Serious now, I wouldn’t be surprised if USA’s video game industry was suddenly gone - because for countries not directly caught in the tariffs war, businesses outside USA (like Sony and Nintendo) will get another competitive advantage.
For context, it’s somewhat common here in Latin America to name markets after the owner’s name; doubly so in smaller cities. (The city where this happened has 9k inhabitants)
It’s also common to name supermarkets “Super [something]”, to highlight that it sells general goods instead of just produce.
With that out of the way: seriously? Nintendo going after a mum-and-dad market in a small city in North America??? This only highlights that the current trademark and intellectual property laws across the world are toilet paper - they aren’t there to defend “healthy competition” or crap like that, but to ensure megacorps get their way. Screw this shit and screw Nintendo - might as well rename their company to Ninjigoku/任地獄, bloody hell.
The problem is that defending against a copyright troll in the court is an expensive headache, and the copyright troll has a whole army of lawyers to prove for sure that the Moon is made of green cheese. As such, even if the target knows that it’s a bogus claim, they still comply with the troll to avoid the court.
Sending a takedown notice under DMCA that’s knowingly false is perjury, which would presumably come up at the court hearing.
In theory, yes. In practice, good luck proving that the copyright troll knew it and acted maliciously.
[Disclaimer: I am not a lawyer, nor from any country following Saxon tribal law like USA. Take what I say with a grain of salt.]
As far as I know, in theory the victim of the bogus DMCA could sue the copyright troll for damages, including attorney fees and all that stuff. In practice, it would be the same as nothing, megacorp who hired the copyright troll would make sure that the victim knows its place.