Opinion The Video-Game Industry Has a Problem: There Are Too Many Games - A crowded September for video-game releases illustrates a broader challenge in the market

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By Jason Schreier - September 26, 2025 at 1:00 PM EDT

Too much to play

On Sept. 4, the independent game developer Team Cherry released Hollow Knight: Silksong, the long-anticipated sequel to an indie gem that was seven years in the making. Reviews pegged it as one of the best games of 2025.

On Sept. 25, the independent game developer Supergiant Games released (the full version of) Hades II, the long-anticipated sequel to an indie gem that was five years in the making. Reviews pegged it as one of the best games of 2025.

Between these two instant classics came a slew of critically acclaimed games, including a remake of the beloved The Legend of Heroes: Trails in the Sky, the latest entry in the popular Borderlands franchise and a cooperative puzzle game starring two Lego pieces. There was also a new Dying Light zombie-action game, an intriguing adventure game and a new entry in the longrunning Silent Hill franchise.

And that was just September.

Over the past few years, the video-game industry has faced a difficult contraction period during which companies have laid off thousands of employees due to flattened growth. There have been many reasons for this shift, such as huge, Covid-era investments that didn’t pan out. But one problem stands above the rest — there are too many video games.

In 2024, a staggering 18,626 games were released on Steam, according to SteamDB, a website that tracks data on the popular PC platform. That’s an increase of around 93% from 2020, when 9,656 games were released.

This glut of new releases stems from a number of factors, including widening interest in games, the rise of cheaper and easier development tools and lower barriers to entry.

There was once a time when it was impossible to create a video game and get it into people’s hands unless you had a publisher that could get you prime shelf position at GameStop and Walmart. But over the past decade, as customers pivoted en masse from physical to digital games, the playing field has been leveled.

Most of last year’s Steam games went undiscovered and unplayed by the majority of users. But a surprising number were received quite well. Of the 1,431 games released last year that garnered more than 500 reviews — an indication that they were played by at least a few thousand people — more than 260 were rated positively by 90% or more of the players. More than 800 scored 80% or better.

In other words, this isn’t like the 1980s, when the US gaming market crashed due to a flood of poorly made products. Today, there are too many video games, and many of them are great.

Today’s titles are also competing not just with the new games released every year but with countless old “service” games designed to keep people playing forever. The three most-played games on Steam are almost always Counter-Strike, Dota 2 and PUBG: Battlegrounds, all multiplayer games that have been around for years. Some of the other biggest games in the world, such as League of Legends and the top titles on Roblox, would be alongside them if they were on Steam.

The market for new video games isn’t just oversaturated — it’s nearly impenetrable. Teams of hundreds of people are spending years of their lives developing games that are destined to get lost in the sea of new releases. It’s no longer enough to simply be a good game — more than 120 games released in 2025 have scored higher than an 80 on Metacritic, the review aggregation website. The ones that earn more than a 90 tend to hit, but many of the others have failed to take off.

It’s the main reason that games such as Wildgate and Sunderfolk, both developed by Dreamhaven and released this year to positive receptions, struggled to make a dent. The list goes on and on.

I’m not sure there’s any solution to this problem. Returning to the era of gatekeepers would be a regression, and the increased democratization of game development has led to more creative and interesting products all around. This glut may be intimidating for players, but it also presents them with more choices than ever before, so long as they can ignore the FOMO of not jumping on every new release as soon as it hits.

But for the companies investing hundreds of millions of dollars into games that need to move huge numbers to break even, this is no small challenge. And it’s just getting harder every year.
 
This is the fault of the industry for polarising games. Either they're shite, wank 16-bit 'pixel-art' side scrollers, or they're AAAA multi-billion games (GTA6) that must penny pinch every section of the game to recoup the losses.

Gone are the artful and charming AA and B games that had true innovation in them. Ones that pushed the boundaries and set out new techniques for AAA games to polish.
There's no longer the Artwork > AAA money maker. It's not just a gambling machine in a sports or FPS skin.
Console gaming died with the introduction of Kinect.

Ah well. I was lucky enough to live through late 80s, 90's and early 2000's gaming. I've played enough industry-defining games to be happy for a lifetime.
 
I only brought one came in last 3-4 years and it was 19 dollar game called Town to City. Not that had no interest in buying any games but nothing came out that seem worth it or interesting enough. I'm completely burned out on any AAA studio game and given up on them.
 
I’m not sure there’s any solution to this problem. Returning to the era of gatekeepers would be a regression, and the increased democratization of game development has led to more creative and interesting products all around.
The complete opposite is true. The main problem is that the vast majority of indie games are so samey they do not stand out from each other. Want a 8-bit Metroidvania nostalgia reddit wankfest? There's thousands of those readily available. Want a Earthbound ripoff that's a metaphor about depression? There's thousands of those ready available without anything to stand apart. Cosey Farming simulator made by people who hate rural America? Millions of those to go around. Boomer shooter made by a tranny? The list goes on and on.
 
>Jason Schrier
If he thinks there is so many games, he should go back to playing Dragon Age: Veilguard. Oh wait, he hated that game just like everyone else, he just praised it to le own the chuds
jason schrier this is who is calling you.webp

This retard doesn't know anything about video games and I am tired of pretending like he does. As for games, play older titles or look for good newer titles and ignore the deluge of indie and AAA slop or GaaS garbage. Simple as that, there is more good games than there is free hours in your life.
 
Smash is fucking gay and a terrible plumb line for the state of the industry
Living up to your namesake, I see. Look, I get the whole edgey internet BS of "Smash is gay and nobody wears deodorant" narrative is fun to pass around online but my point has nothing to do with that. My point lies in cultural relevance. In order for an industry to thrive, it needs cultural relevance. Gaming, regardless of what you think of it, does not survive without cultural relevance.

it's the result of gaming becoming a medium you really have to invest time into to get more out of
I know that might sound good, but in reality it really isn't. Time investment from consumers means worse sales numbers which is bad for everyone.

you have to form opinions for yourself now, and since we're not kids anymore, it's harder to be impressed. that's all it is. don't confuse your difficulty engaging with the medium with some vague widespread degeneration or something.
Again, the internet is not real life. In the real world, there's decades worth of marketing data conducted over thousands of painstaking hours that prove, yes people in fact do want to be told what to do and what to like and it has positive business growth. Difficult to engage with mediums are not good for industry. They are bad for business and always make money line go down. Just because you grew up in Le Internet Meme Culture doesn't change human nature. People like to talk about video games and celebrate them as a common culture. Turning them into personal esoteric safe space bubbles is not good.
 
It’s the main reason that games such as Wildgate and Sunderfolk, both developed by Dreamhaven and released this year to positive receptions, struggled to make a dent.
I took a look at both of these games, and while the glut of multiplayer games might have contributed, I think there are other problems here.

Wildgate has Concord-esque character design: the character put front-and-center in the marketing is a frizzy haired black woman, it's got a low-T non-threatening ambiguously-raced male, a quirky chungus robot and an anthropomorphic animal. It's all done in that uncanny-valley cartoony-yet-realistic art style. You can just visualize the inclusivity checklist the artists went through. The HUD is cluttered and the art direction has that "unicorn vomit" color palette. Reviews say that nobody plays it anymore except sweats. I would take one look at this game and instantly pass. The Steam Autumn Sale is on right now and it's not even discounted, what are you even doing?

Sunderfolk is a co-op tactics game with the gimmick that you can invite anyone else to play via a phone app even if they don't have the game. I get the sense this was designed during the pandemic and the devs were true believers that "the world has changed". As far as the game goes it looks fine, but I can't help but wonder what the market for this game is. And again with the anthropomorphic animals, to the point where I think the game was made for furries.
 
I’m glad I’m old enough to have experienced every true renaissance period of gaming (talking about early 90s PC gaming, shift to 3D, etc.). Gaming is so dire. Can you imagine being one of these kids in their early teens who grew up around micro transactions and poor consumer practices and think that’s the norm?
 
Again, the internet is not real life. In the real world, there's decades worth of marketing data conducted over thousands of painstaking hours that prove, yes people in fact do want to be told what to do and what to like and it has positive business growth. Difficult to engage with mediums are not good for industry. They are bad for business and always make money line go down. Just because you grew up in Le Internet Meme Culture doesn't change human nature. People like to talk about video games and celebrate them as a common culture. Turning them into personal esoteric safe space bubbles is not good.
Every single gaming publisher and developer could shut down overnight and I would not be effected. There is more good games out there than I will ever be able to play, there is zero reason for new games to be made at this point. What normalfags think doesn't matter, they can get fucked and go back to watching Netflix.
 
AAA gaming started nosediving hard around 2010
March 10, 2012 to be precise. That was the date when a bunch of people, myself included, got to the end of Mass Effect 3 and saw what was waiting for them. It was the first major internet-enabled gamer revolt that broke containment, and we got to see the industry's playbook get run for the first time.

Particularly egregious was the dialog shilling the DLC after the devs shat on my favorite sci-fi ip. I can’t find a pic at present, but EA has had 13 years to sweep that.

Edit: I FOUND IT. GPT was useful for once

Imagine playing through probably 100 hours of game over 3 installments, costing $150, and you loving pretty much every second of it until about 2 hours from the end, when it starts pissing and shitting on everything it previously built up. After it all goes to hell, the last thing the game showed you was this:
1759194065410.webp

Translation: Yeah, we ruined your favorite video game franchise, now buy more slop, goy.

This was the first time I can think of where I was dumbfounded by the pure gall of a developer's contempt for the player.
 
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March 10, 2012 to be precise. That was the date when a bunch of people, myself included, got to the end of Mass Effect 3 and saw what was waiting for them. It was the first major internet-enabled gamer revolt that broke containment, and we got to see the playbook get run for the first time.

Particularly egregious was the dialog shilling the DLC after the devs shat on my favorite sci-fi ip. I can’t find a pic at present, but EA has had 13 years to sweep that.
I personally had no problem with Shepherd dying a noble death to save the galaxy, it's a fitting end to a true hero and legend and the impotent tears sprayed everywhere over it was cringey first world problem shit IMO. But beyond that we've had a handful of great games to come since the 2010's nosedive but it's nowhere near enough to redeem all of the complete trash that has been pumped out alongside it. And with Nintendo going full villain i've decided that I won't be buying a switch 2 as well so I guess the X1 was my last console purchase.
 
I personally had no problem with Shepherd dying a noble death to save the galaxy, it's a fitting end to a true hero and legend and the impotent tears sprayed everywhere over it was cringey first world problem shit IMO. But beyond that we've had a handful of great games to come since the 2010's nosedive but it's nowhere near enough to redeem all of the complete trash that has been pumped out alongside it. And with Nintendo going full villain i've decided that I won't be buying a switch 2 as well so I guess the X1 was my last console purchase.
Did you play the release version (not the extended cut)? All the ending choices did was an RGB palette swap. The choices you made in the previous games had pretty much zero effect on the finale.

Edit: the original ending:

If you liked the ending, then that’s your questionable taste, but if you weren’t mad you probably didn’t see everything that went on around it. It was a lot more pozzed than you remember. It was the first time we saw a lot of the red flags which we judge games that come out now by, like the dev’s customer contempt, the media gaslighting, the insertion of faggot characters for representation’s sake, they faggot washed Kaidan if you were too dumb to kill him in the original, it played like a cheap knockoff of its predecessors, it had a lot of cringey millennial writing, day one dlc, they digitally inserted IGN presenter bimbo Jessica Chobot into the game so IGN would glaze them (and glaze them IGN did), mandatory multiplayer to sell microtransactions and you can see how fucking flimsy the writing was if you played it a second time with a different save import with different decisions, they all got railroaded.

If Gamer Gate was the Pearl Harbor of the gamer wars, ME3 was the Marco Polo Bridge incident. A lot of gamers who weren’t pissed at the ending and thought the reaction was cringe missed a lot of the cues though. Hell, I missed a lot of them at the time, but in retrospect, a lot of them were there in perfect form.
 
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