question: Why are a lot of old games (Halo, WoW Classic, etc.) starting to re surge and be re released after 10+ years from when they were made?
comment: Nostalgia tends to work on a decade cycle. There's a grown up now who remembers playing Halo, etc as a kid. That grown up now has free money he can spend however he wants. So he remembers having fun as a kid, and the companies give him the same thing he played as a kid just updated. So the grown up has fun, and the company makes money.
passages: After Microsoft acquired Bungie in 2000, Bungie developed the original "Halo: Combat Evolved" as a 2001 launch title for the Xbox. Bungie and Microsoft split in 2007, but the rights to "Halo" remained with the latter, which formed an internal division to oversee "Halo" franchise development. 343 Industries, the internal division, approached Saber Interactive with a proposal to remake "Combat Evolved" for the game's tenth anniversary. Saber's Chief Operating Officer Andrey Iones recalled that the offer was "an opportunity we [could not] miss", as Saber had never before worked on a major game franchise and many team members were fans of "Halo". Saber developed concept art to form visual ideas for the remake and then flew to Seattle, Washington, to meet with 343 Industries.
   Since 343 Industries developed "Halo 4" concurrently with the anniversary edition, it decided to use "Halo: Combat Evolved Anniversary" to link the original trilogy with the upcoming Reclaimer trilogy by means of in-game collectibles similar to "Halo 3"s terminals, ""s audio logs, and "Halo: Reach"s data pads. While the other games' collectibles were aimed at and enjoyed by serious "Halo" fiction fans, 343 Industries wanted to make "Anniversary"s terminals higher-budget, more impressive, and accessible to all players.
   It's a rerelease of a nine-year-old game that quietly smuggled microtransactions into its online mode, and I can’t believe a concept so ludicrous is a real thing. That's something a parody of the industry would come up with. It's one thing to see the sad normalization of fee-to-pay elements within brand new releases, but to witness them shoveled retroactively into an old beloved title from an age before such trash gained traction? Activision has set the bar for "AAA" avarice – a new height for greed and a new low for the games business overall. [...] Most remasters are sold as complete, definitive editions of the original games, packing in all the downloadable content and expansions that may have followed the initial launch. COD4 is paving the way for publishers to triple down – not just make money by selling an old game with updated visuals, but by tacking on DLC and microtransactions too. Should this pay off, I’ve little doubt that other publishers will attempt it themselves. [...] The rampant, unchecked greed on display is almost impressive in its audacity. To sneak freemium bullshit into a nine-year-old game that leveraged its own fandom to sell a completely different game is a masterstroke of sliminess, a monument to Bobby Kotick's notorious lack of shame.
   The collection was developed by 343 Industries in conjunction with Certain Affinity, Ruffian Games, Saber Interactive, Blur Studio, and United Front Games. Following the announcement of "The Master Chief Collection" at the Electronic Entertainment Expo 2014, Phil Spencer, head of Microsoft's Xbox division, stated that the collection originally began as just a remastering of "Halo 2" to celebrate its 10-year anniversary. 343 Industries decided that it would be a great opportunity to release the other main "Halo" titles for the Xbox One in preparation for the 2015 release of "Halo 5: Guardians". All of the games run at 60 frames per second and have received lighting upgrades; all but the "Halo 2" remake have a native resolution of 1080p. On October 18, 2014, the game had been declared gold, indicating it was being prepared for duplication and release.
   In 2004, while Retro Studios was finishing "Echoes", senior producer Bryan Walker suggested to studio president Michael Kelbaugh to "do something for the fans by putting all the games together on a single disc in a collectors 'trilogy' edition". Kelbaugh sent the proposal to Nintendo, and the company accepted. The compilation "" started being developed shortly after the release of "Corruption", and was released in 2009.
  
  Section::::History.:2010–present: "Donkey Kong Country" series, "Metroid Prime 4", and other projects.
   More than five million copies were sold worldwide by November 2005. A high-definition remake, "", was released for Xbox 360 on the 10th anniversary of the original game's launch. "Anniversary" was rereleased for Xbox One as part of "" in 2014. The collection will be released for Windows in 2019.
  
  Section::::Gameplay.
   This is a list of notable longest-running video game franchises. To qualify for this list, a video game franchise must have seen regular releases for "at least twenty-five years", from a franchise's first release to its most recent. Only franchises that started out as a video game are listed; therefore, video games based upon other media are not listed. Ports, translations, downloadable content, re-releases, and compilations are not considered new entries. Remakes (i.e., games with significant differences in graphics or gameplay) and expansion sets which received retail releases are considered new entries in a series. A yellow background indicates that an upcoming game has been officially announced for the franchise.
   "Halo: Combat Evolved Anniversary" was developed as a partnership between development studios 343 Industries, Saber Interactive, and Certain Affinity. 343 Industries, the "Halo" series' franchise overseers, approached Saber Interactive to develop a remake of the original "Halo" in time for its tenth anniversary. After considering whether to remake the game entirely or to adapt and add features to the existing PC version, Saber decided to use its game engine for reproducing the original's appearance and the original "Halo"s engine for gameplay. A development tool for toggling between the old and new visuals became a game feature. "Anniversary"s enhancements include a complete high-definition visual overhaul, support for cooperative and multiplayer gameplay via the Xbox Live online service, new and remastered sound effects and music, and extras such as achievements and hidden in-game collectibles. The game is the first in the series to include Kinect support.
   Section::::Game releases.
  
  The list of games released in 2014 in North America.
  
  Section::::Critically praised games according to Metacritic.
  
  Metacritic is an aggregator of video game journalism reviews. It generally considers expansions and re-releases as separate entities. (Games originally released before 2014 with ports or expansions that came out in 2014 are marked as such in the final column.)
  
  Highly scoring games released in 2014 with fewer than 10 reviews include "Kentucky Route Zero - Act III", "Out of the Park Baseball 15", "Guacamelee! Super Turbo Championship Edition", and the PS3 version of "Child of Light".
  
  Section::::Highest-grossing games.
   During this time, Piposh was surrounded by a loyal fanbase who held onto the franchise even while no games were in active development. Writing a game quote in one of the Piposh Facebook groups would be met with relevant written responses and memes, and links to legally download the games. Over the years, the large community of fans who love and reminisce over the series "ran Facebook groups, organized events and constantly asked for a new game".
  
  Section::::History.:Comeback (2018–Present).
  
  In 2018, Piposh creators announced they would produce a reboot of the game, due for release in September 2019.
   Game designer Rob Daviau claims to have come up with the idea at a work meeting after jokingly asking why the murderous characters in "Clue" are always invited back to dinner. Realizing that each new game resets, Daviau thought about what it would be like if everyone would remember who the murderer was, and he pitched the idea of a "Clue" legacy game to Hasbro. While that idea was rejected, Daviau was later asked to use the mechanic in a new version of "Risk". "Risk Legacy" was released in 2011 and was his first game to use this format.
   Meanwhile, another avenue for adventure game rebirth came from the discovery of the influence of crowdfunding. Tim Schafer had founded Double Fine Productions after leaving LucasArts in 2000. He had tried to find funding support for an adventure game, but publishers refused to consider his proposals for fear of the genre being unpopular. In 2012, Schafer turned to Kickstarter to raise $400,000 to develop an adventure game; the month-long campaign ended with over $3.4 million raised, making it, at the time, one of the largest Kickstarter projects, enabling Double Fine to expand the scope of their project and completing the game as "Broken Age", released over two parts in 2014 and 2015. The success led many other developers to consider the crowd funding approach, including those in the adventure game genre who saw the Double Fine Kickstarter as a sign that players wanted adventure games. Many sequels, remakes, and spiritual successors to classic adventure games emerged on Kickstarter, leading to a significant increase in traditional adventure game development during this time. Some of these include:
   The internet continues to shake up the publishing and distribution of games. Online retailing becomes a serious threat to "brick and mortar" retailers. Desktop publishing proves to be a boon for hobby game designers, and the door is opened for many small publishers producing their own game designs. Z-Man Games and Fantasy Flight Games become major players in the US hobby game industry. Miniatures games dominate the collectible games market.
  
  BULLET::::- 2000 in games – "The Sims"; PlayStation 2 launched
  
  BULLET::::- 2001 in games – "", "Gothic", "Conker's Bad Fur Day"; Xbox, GameCube and Game Boy Advance launched
   Legacy games break certain covenants that players expect from traditional board games. Permanent, physical changes can occur to components based on game outcomes and player choices. For instance players might be instructed to write names on cards, place stickers on the game board, or destroy some components. This causes each copy of the game to be unique at the end and has earned the legacy genre criticism in that there is a finite amount of replayability. Some games have been designed to be replayable with refill packs or non-permanent stickers, while others are still playable with the final permanent changes once the campaign is over. Other games have focused on the campaign-style aspect while forgoing permanent changes.
   During the seventh generation, AAA (or "blockbuster") games had marketing at a similar level to high-profile films, with television, billboard and newspaper advertising; a corresponding increasing reliance on sequels, reboots, and similarly franchised IP was also seen, in order to minimize risk. Costs at the end of the generation had risen as high as the hundreds of millions of dollars – the estimated cost of "Grand Theft Auto V" was approximately $265m. The same conditions also drove the growth of the indie game scene at the other end of the development spectrum, where lower costs enabled innovation and risk-taking.
   Since the 2000s, there has been an increasing number of smaller and niche titles available and commercially successful, like e.g. remakes of classic games. The new possibility of the digital distribution stimulated also the creation of game titles of very small video game producers like Independent game developer and Modders (e.g. Garry's Mod), which were before not commercially feasible.
   Gaming journalist Jim Sterling was also highly critical, asserting that Activision were helping to set an example for other video game publishers to sell re-releases with new or omitted content at extra cost:
   As the cost of developing a triple-A video game has risen, sequels have become increasingly common in the video game industry. Today, new installments of established brands make up much of the new releases from mainstream publishers and provide a reliable source of revenue, smoothing out market volatility. Sequels are often perceived to be safer than original titles because they can draw from the same customer base, and generally keep to the formula that made the previous game successful.
  
  Section::::Media franchises.
   In 2019, Microsoft announced that "Halo: The Master Chief Collection" would receive a Windows version. The development team behind ElDewrito claimed that they hastened its development by giving Microsoft a "kick in the pants", due to its success and high player numbers. They also announced that they would be working with 343 Industries to help implement mod support. Despite this, they stated that ElDewrito would not be shutting down or ceasing development.
   Games abandoned by the rights-holders often spark remakes created by hobbyists and game communities. An example is "OpenRA", which is a modernized remake of the classic "Command & Conquer" real-time-strategy games. Beyond cross-platform support, it adds comfort functions and gameplay functionality inspired by successors of the original games. Another notable examples are "Pioneers", a remake and sequel in spirit to ""; "CSBWin", a remake of the Dungeon crawler classic "Dungeon Master"; and "Privateer Gemini Gold", a remake of "". 
   Following the completion of "Legend", Crystal Dynamics began developing "Anniversary". Using the "Legend" engine, the team rebuilt the gameplay and levels, and series creator Toby Gard expanded the narrative. Composer Troels Brun Folmann remade and added to the music using an orchestral style. A remake of the original "Tomb Raider" was initially being created by franchise creators Core Design, but the project was cancelled following their sale to Rebellion Developments in 2006.
   When SSI began work on the game engine in 1989 after the completion of "The Secret of the Silver Blades", they passed responsibility for continuing the Forgotten Realms Gold Box games to Stormfront. SSI had planned to do only one more Gold Box game ("Gateway to the Savage Frontier") before retiring the series in favor of the Dark Sun engine, but when Dark Sun was delayed and "Gateway" went to #1 on the charts they asked Stormfront for a sequel.
   By April 6, 1985, "Early Games" had maintained an 18-week streak on the Billboard charts for Top Educational Software. After dropping off the charts the following week, it re-entered at #5 on April 20, 1985. By August of that year, the game would spend a total of 36 weeks on the charts, currently sitting at #3. In May 3, 1986, the game re-entered the charts again at #8.
   Following the success of "Legend", Crystal Dynamics were requested by Eidos to develop their own remake of the original "Tomb Raider". "Anniversary" was co-developed by Crystal Dynamics and Buzz Monkey Software, the company responsible for "Legend"s PSP port. The game's creative director and lead designer was James Botta, its producer was Lulu LaMer, and its art director was Andrew Wood. The team were eager to develop "Anniversary" as they could use the development assets of "Legend". They were also shocked by the request due to the original game's status amongst both "Tomb Raider" fans and video game history.
   The collectible card game (CCG) became a dominant business model, first by "" then by several rivals. By the mid-nineties, hundreds of CCGs competed for market share, and most of these products were culled for weak sales. Collectible gaming also expanded from cards into dice, tiles, and miniatures.
  
  "The Settlers of Catan" breaks Eurogaming into the American market, becoming an overnight bestseller and gateway game. Publishers such as Mayfair Games and Rio Grande Games begin meeting the new market demand with titles from Europe.
  
presuppositions: If a video game was created 10 years ago, there is no need to recreate it.
corrections: The players who played the video games over 10 years ago experience nostalgia and wish to experience playing again, as it is 10 years later, the players of the past are expected to have money available and are the target audience of the game developers.
raw_presuppositions: If a video game was created 10 years ago, there is no need to recreate it. People forget about old games many years after they're made.
raw_corrections: The players who played the video games over 10 years ago experience nostalgia and wish to experience playing again, as it is 10 years later, the players of the past are expected to have money available and are the target audience of the game developers. Nostalgia causes people to remember old games about a decade after they're made.