Reminder that the total Genesis and SNES US libraries *combined* totalled around 1.5k games. By contrast, 360 has ~1k on its own, and Steam has well over 10k.
How did Genesis/SNES have so many good games with such a tiny library?
>By contrast, 360 has ~1k on its own
You're not counting the Xbox Live Arcade games.
Nintendo were very strict about what they would allow on their console after the crash in the 80s. Steam, on the other hand, will let any asshole with RPG Maker post his shit for sale.
It boils down to two reasons.
>Much stronger quality control. There's only a handful of bootleg snes/genesis games.
>Much harder to make a game because the technology was so limiting.
These two things combined to mean that you couldn't have one random jackoff shit out a terrible game in unity/rpg maker over the course of a week and proceed to put it on steam
It's just a guess based on my library. I have 1.5k games and I'd say 1k+ of them have some legit merit. I'm missing a ton of stuff too (e.g. no Uplay games, so that's ~150+ titles right there).
Disagree. It's very rare to find a legit incompetent SNES/Genesis games. One of the nice things about gaming at the time is that you could buy any old shit knowing it would at least be playable.
>Genesis and SNES
Hardware limitations forced creativity, you couldn't publish games on the snes without nintendo's approval, the medium was still young so devs could experiment.
Little to no quality control, lots of copycat games that parrot DayZ and Minecraft, free/really cheap game engines with asset stores.
It's like saying that PS4 has hardware limitations because it can't run Bloodborne in 4K@60fps. WiiU has less powerful hardware than it's competitors, but it doesn't have any real limitations like not being able to render 3D graphics or limited sprite patterns.