The best part of video games back in the day was making memories with your friends, now it all feels like structured fun. “This is how you play the game and this is when you are supposed to have fun” Idk if that makes sense.

  • Homeschooled316@kbin.social
    link
    fedilink
    arrow-up
    0
    ·
    1 year ago

    People are going to be pedantic about this one, because it’s not ALL games, but what you’re seeing is real. Game design, especially corporate design, has changed to accomplish two things:

    1. Engagement
    2. Accessibility

    Games are designed to be playable by as many people as possible for as long as possible. Some would say this is just Western AAA games, but lots of anime games have been doing this nonsense for decades - games with 10 hours of baby’s first JRPG tutorial and 80 hours of grinding and filler. Many of them critically acclaimed games that fans would flog me for if I actually named one of them.

    There are indie games that help you escape this, but many take that accessibility-first approach that requires everything to be very structured and corral you toward the right direction.

    Again, I think people are going to be dismissive, but you’re right. It’s a tough world out there for someone who just wants to play a game and not be suckered into a live service engagement trap, or ladder system that hides your real MMR to keep you grinding up an imaginary points system. It’s not like the old days when you can just pick something popular, you have to discriminate and carefully judge what you buy now.

    • Antiscamer7@kbin.social
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      Define “accessibility”, because it sounds like you’re describing a game trying to give a certain experience on a budget

      • Homeschooled316@kbin.social
        link
        fedilink
        arrow-up
        1
        ·
        edit-2
        1 year ago

        I should put “accessibility” in sarcastic quotation marks. Here, it doesn’t mean adding options or features to assist someone with different handicaps or needs. It means making the game so easy that anyone, even a toddler or game journalist, can finish it without having to learn from mistakes or think about what they’re doing.

        Particularly with regard to excessive guidance. Varying degrees of “mobile game that makes you click exactly what it says for 30 minutes to prove you played the tutorial.” Those games may be the worst offenders, but less-dramatic hand holding happens in console and PC games too.

        • Antiscamer7@kbin.social
          link
          fedilink
          arrow-up
          1
          ·
          1 year ago

          That’s a sweeping generalization, there are many indie games that are hard, obtuse, hostile or all of the above. Even a walking sim’s difficulty is higher than just “beating” it, just like the point of a museum is higher than going through all the rooms and saying you “went”