starlinvf wrote: Thu Oct 08, 2020 2:13 pm
its kind of become a hallmark of a modern gamer to basically have no initiative of their own......
Ain't that the truth. Doesn't help that most games nurture that kind of attitude, intentionally or not.
which is why theres so much dissonance generated by their desire for "Purpose"/"Meaningful gameplay"/"Progression"/"Fun". An inability to define what these things are, is partly why they get so wrapped up in the long list of things they think "aren't". And an inability to find their own way leads to the problem of quickly losing attention. This isn't limited to games either...... pretty much all of social media, consumable media, and digital entertainment is further conditioning this (either on purpose, or as a side effect of trying to keep pace others doing it on purpose).
Funnily enough, I was going to say something kinda related to your rant, but decided not to as i didn't want to get into it. But since you mention it... a lot of what you say is true in this post. "When I was a young buck, we didn't have no smert fones with ther fancy apps, we had a Gameboy, and I only had one game for it! And there was no color, we had to imagine the colors! And the screen was so small that I had to buy a magnifying glass extension for it, which was really cool because it also had a light on it so I could play in the dark! And there was no recharging it either, you just always made sure you had extra batteries on you, because back then USB didn't even exist!" In all seriousness though, Achievements, and the hunters of achievements are quite possibly one of the worst things to happen to gaming in the last two decades, but far from the only
really really bad thing. It's almost as if most people have allowed video games define what fun is for them, (and unfortunately you can draw parallels to the way the rest of society is operating as a whole outside of video games, but that's another discussion entirely). In most older games you were forced to set your own goals, and find your own joy in the replaying of a game. Lets take speed running for example. That itself is an example of setting your own goals, just taken to a competitive level. Sometimes speed runners compete with themselves but in general you're competing with yourself. But beyond just that, speed runners also set different conditions on their speed run. For example, there's full completion speed runs, minimum completion, no glitch runs, etc etc.
What achievements do, is they tell us what to do, and how to have fun. The easy answer is to ignore them entirely, but it's a lot harder than it sounds. The reality is that, when you play for achievements, you're no longer playing for yourself, you're playing for someone else (who you don't even know), who is telling you how to have fun.
Another thing is guides. A lot of new games practically require a guide in order to do certain things. This is because some of them were designed expecting the players to look up a guide anyways, or because they were made by a complete sadist. Now, there's nothing explicitly wrong with guides, but it is taking the easy way out, and shortening the time you will spend with a game, and taking away part of the fun of the game itself. That's why many people here on the forums tell new Factorio players to stay away from youtube and the forums and just do things on their own for a bit. But sometimes you really do get stuck though, or want to know more in depth technical information about a specific subject. In those kinds of situations it's good to have guides around. And in my personal experience I've learned that new players tend to have more fun anyways, when they don't have a walkthrough holding their hand every step of the way.
This video highlights how Super Metroid's game design is extremely well done in teaching you the mechanics of the game with barely saying a word of text.
https://www.youtube.com/watch?v=rcrdJD8whfE
Its not directly useful as a player.... but it does help you understand "why" a game does certain things, and help you recognize how its manipulating you.
As they say, knowledge is power.
Very good video, and it touches on some of the things I've already talked about. The Metroid and Zelda franchises are really good examples of the kind of game design they talk about towards the end of the video. They're also games that require you to be skilled at the game instead of just stacking numbers on top of each other until your numbers are bigger than your enemy's numbers, like how the vast majority of RPGs do. Not saying all RPGs are bad, it's just a thing they do. However, some RPGs ARE bad. As a major and popular example, I'll single out the Final Fantasy franchise and how every game after FF9 pretty much got rid of the open-world exploration aspect of it. I can't speak for every single title because I haven't played all of them, but the game's level design is more like you're on a track, and instead of exploring the world you're just kind of taken through it instead.
The super hard part is finding games that avoid these mental traps,
I can recommend Notrium. I think many Factorio players will enjoy it because it's pretty much the same concept. Dude crashlands on a hostile world and has to make it to space again, building stuff as he goes along. The difference is it's a survival game, and instead of digging up resources, you'll be scavenging random parts you find all over the place, feeding yourself, and keeping your flashlight charged. There's a lot of weapons you can improvise as well, pistols are a good starter weapon but if ammo is scarce you can attach that big metal rod you found to your basic particle accelerator and load up some pebbles you found on the ground to turn it into a shotgun. Things like that but I don't want to give too much of the stuff you can put together away.
Had no idea what to expect going in but it's quite hilarious the way he presents and illustrates his character's journey, but
oh my lord, that beetle is cracking me up.
Its hard to suggest what games the OP could consider.... because I have no idea what kind of games they like. But I would suggest outright avoiding anything with RPG-lite leveling systems, stat based skill trees, or gear with visible numbers. Older, linear single player shooters would be good candidates. Things with Metroidvania type power structures (function based, rather then incremental power increases), classic RTS games, extremely narrative focused games, or a point/click adventure throwback title. Or Games with exploration elements or survival elements if you want to keep in the sandbox zone. These are notably better since it can leverage your ADD into something productive, and stimulates a lot of problem solving in your brain. I would also be a bit leery of games with comprehensive questing systems..... anything with a dotted line should be low on that list. The trouble, though, is that quest systems aren't necessarily bad.. ... and THATS the kind of situation you want to avoid. Ideally ones that give you a goal, but don't act as a walk through (excluding story driven ones); one that let you figure out your own solution.
Rogue-lite games are usually pretty bad too. The repetitiveness and assuredness of death despite your best efforts, plus a combination of other factors makes them pretty bad as far as game design goes in my opinion. Also, anything that has lootboxes, or extremely flashy graphics when something good happens is usually a red flag.
its that far too many lead you around with awareness bubble of only 10 meters
This is why I always turn off the glowy trail in games like Fable. Openworld games are usually pretty good. Almost every single Zelda game (except Zelda 2, that game is trash), most Grand Theft Auto games, despite them all being highly inappropriate on a good day (purple melee weapon in the police station, i'm looking at
you). Honestly though, you're right, good games are hard to find.
When players "beat" a game.... and still expect it to continue on like it has been, but to infinity. An endless need for new quests, new stuff, new tricks.... and are only willing to put it down once it pisses them off for some arbitrary reason. Sandbox games don't even attempt at an illusion of offering this, which is why a lot of gamers don't understand it.
In my opinion this is one of the biggest pitfalls of MMOs. The worst part about them is that players will spend hours upon hours of grinding at the level cap, hoarding the best weapons with the best stats that they spent a probably ridiculous amount of time and in-game money trying to get, and then when the new expansion comes out all of their gear is effectively obsolete in an instant.
...despite how terrible the last decade has been overall in terms of treatment of gamers.
Quoted for Truth.
Squelch wrote: Thu Oct 08, 2020 3:03 pm
That question just about sums up the frustration I have with the path some parts of the games industry have taken. It's the instant gratification vs creativity for its own sake dichotomy, and seems to have polarised the gaming community between "on rails" offerings with prescribed near instant rewards, and the freeform/sandbox where the player themselves drive their own narrative and goals.
You can have a game that has a good narrative that isn't also on rails. Many storytellers have gotten lazy when writing video game scripts though. They're too focused on snazzy new mechanics and flashy graphics. That's why there are a lot of retro gamers out there today.
- Experiment with the map generation settings. New challenges present themselves, and therefore new solutions are created as a result.
I find that randomizing the map generation works pretty well. All you need is dice.
- Multiplayer - Co-operative play can open up so many new ideas. PvP brings unexpected methods of combat beyond the predictability of the AI.
The problem with multiplayer is that not everybody enjoys playing with random people. There are WAY too many gamers out there who take things way too seriously, sometimes because of many of the aforementioned problems and influences driving them into certain playstyles that aren't healthy, especially when playing with others.
[*]Finding creative assemblies of buildings. Make them more compact, faster, efficient, modular - save them as blueprints, use and constantly improve.
Smaller, faster, etc isn't always better. The thing about this laundry list that you're giving is that it almost sounds like you want to set goals for other people. I know you're just giving ideas, but it's all about that extrinsic and intrinsic motivation to set goals, kinda like how the video highlighted.
[*]Consider creating your own scenario/narrative. Write it down, or even attempt to create it as a game scenario to share with others.
[/list]
While this might be good advice for an aspiring author, I don't think the average Factorio player would have any interest in it.
blazespinnaker wrote: Fri Oct 09, 2020 4:05 am
"that does not answer the problem. working is not an end, working is a mean to an end
"
In factorio, the journey is very much the destination.
Such is life.