| > The competitors to RTSes, games like League of Legends, Fortnite, Rocket League, and Hearthstone... are enjoyable to play across the full spectrum of skill levels. <citation needed> I'm mostly kidding, but I do think it's worth pointing out that most (if not all) of those games have been accused of being extremely unfriendly to new players and generally being miserable experiences until you acquire a baseline level of knowledge. I think the more important part of those games you listed is that they're designed around team play (and thus friend groups), with the obvious exception of Hearthstone (which compensates for the burden of knowledge by having a lot of randomness and a VERY forgiving ladder at the low end). Getting destroyed in League is fun if you're playing with friends; with strangers it usually just results in a lot of angry messages. > it is a pretty terrible game to play if you just want to unwind after work. I think this is really the crux of why games that encourage team play will always win out: It's fun to play with friends, win or lose. SC2 tried this a bit, but at least when I used to play it was very clear that the game was completely unbalanced around team play. Most of these games, if you want to really succeed, are mentally taxing. You have to pay attention to a minimap, you have to constantly be on the lookout for other people, you have to remember exactly what cards they've played so far. If you can't counterbalance that with at least some socialization and lightheartedness, it's just work. |
For competitive games that are inherently one on one, I don’t think it’s necessarily the case that they feel like work. Yes, StarCraft definitely falls into that stressful category. Hearthstone would seem to not do so.
Chess is a pretty interesting example. It’s one where you can have fun games even at very low rating, provided you’re appropriately matched. Low rated games may even be more “interesting” due to volatility in the evaluation, where high level games might be much more likely to result in a draw. Of course, high level players online tend to play a lot more at fast time controls, bringing blunders back into the picture.