Comic: https://www.deathbulge.com/comics/441

Alt text: Yeah yeah, there's always exceptions, I mean look no further than the game in the 2nd panel, not the most thrilling gameplay, is it?

  • Aceticon@lemmy.dbzer0.com
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    1 day ago

    Tried God Of War, lost patience after 30 minutes - too much of a “guided experience” for my taste.

    Picked up Valheim again for my 6(?)th run of it and only lost patience with it maybe a month (in real time) later.

    Been doing Saelig since (got it as a promo from GoG) but now have so much money in that game and such a steady way to make more that it’s not really fun anymore.

    Just updated Songs Of Syx to v0.71 and preparing for a new run on that.

    I’ve been gaming for almost 4 decades, originally in a ZX Spectrum and after than mostly on the PC (tried modern consoles with the WII, but found it a bit meh).

    For me the modern AAA gaming experience is seldom as much fun as some Indie games out there and AAA games now tend to have much less replayability: AAA games in the last 1 or 2 decades mainly have fixed game areas with fixed and reasonably simple game rules so once I’ve seen it and done it I tend to still remember how it was for many years after playing it, so the exploration fun isn’t there anymore in a new run (in my experience it takes maybe a decade before I can come back to the best such games and have fun with it again) whilst many Indie games have procedurally generated playing fields and/or complex enough game rules that after I’ve played so much of it that I got fed up, it takes me a lot less time to have fun in a new run.

    Even supposedly great games like Red Dead Redemption II turned out to, for me, be engaging and interesting for far less time than things like, say Terraria - sure, the former starts a lot more impressive, but the fun goes down a lot faster whilst the latter just keeps throwing challanges at you. Also having played it until you’re fed up, some months later Terraria is fun again for another run, whilst if you go back to it a year later, for RDR II you quickly remember what’s were in the game area and how to go around doing stuff, so the “discovery” part of fun isn’t there anymore (this especially so for the story: it’s really only interesting once)

    Mind you, there are actually older AAA games for which this doesn’t apply. For example, I can still go back to the Sims 3, start a new game and it will be fun for quite a while.

    I think that the problem with modern AAA games is that far too much was invested into glitzy visuals and a heavilly curated game area (not just visually but even things like scripted events) and not enough in engaging game play, plus I get the impression that game play tends to be low complexity so as to be accessible to more people, and for me after 4 decades as a gamer, simpler game rules are usually boring unless the interact in complex ways. Further, all that curating (read, “tight control”) of the game experience goes against a great source of fun in games - emergent gameplay (how the interaction between game rules and between them and the game environment can create varied and complex situations that need different solutions) - something which, IMHO, is part of the reason why in some games multiplayer is a lot of fun when singleplayer is not (humans are great at creating the novel and unexpected) and which works especially well with game with tons of things which interact with each other and with procedurally generated game spaces.

    • Ech@lemmy.ca
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      21 hours ago

      too much of a “guided experience” for my taste.

      This shit drives me crazy, and Sony games are far and away the worst offenders - Spider-man, GoW, Death Stranding 2, etc. Otherwise great and enjoyable games damn near ruined by constant nagging and pointers for the most obvious things, like “helpful” reminders to get to the objective you’re already going towards. I have other problems with Death Stranding 2, but that was one of the bigger ones. Stupid doll man wouldn’t. shut. up.

      • grrgyle@slrpnk.net
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        20 hours ago

        As I recall The Last of Us two found a pretty organic sweet spot. The character you’re with would just make oblique observations if you were stuck for a while, increasingly explicit, until finally an actual icon would appear in the UI pointing you in the right direction (configurable).

        I really do find hifi environments too busy to make out “significant” features, and if you’re not going to splash yellow paint on everything some kind of hint system is nice.

        Source: I’m not smart