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I'm actually training to teach elementary school, so yes you could say I've spent some time around children! I would absolutely expect a child to play OoT well past beating Ganon for the first time, but there is still a limit to how much you can do. Compare that to something like Destiny, which is basically designed to be a bottomless pit you could grind forever! > So the kid could do that, even talk to friends playing the same game (socializing skills even with a 1p game!) and trade notes or experiences, or compete on times for various races, or they could develop their own random aims, like a quest to smash every pot. Or start a new playthrough but with some difference. Or they might discover the speed running scene and get into that, or just generally see the crazy nonsense people have done to that poor game's code. But all of that stuff is great, because now they're creating their own experiences for themselves, getting creative, perhaps even socializing. It's basically the virtual equivalent of traditional unstructured play, which we know has all sorts of educational benefits. I don't know why children like to e.g. watch Frozen a million times, but I imagine it's because they actually discover something new with each watch. As long as they're driven by intrinsic motivation, I think that's relatively healthy, at least compared to an XP bar that gets higher with each Frozen rewatch! |
Destiny doesn't really help your case, I think. The most objectionable thing they do (as I hear it, I skipped it), at least relative to things like it (Warframe), is exploit fear-of-missing-out psychology; they remove previously released content. (Like adding an ad to a site to exploit/monetize viewers, this is not a neutral design choice, and has driven people away from the game entirely rather than what seems to be the default assumed effect of any psychology exploit (except 'make things beautiful'?) of sucking out their will and owning them.) But over time they've not just cut stuff, but added new content. So there are eventually fresh(er) experiences even if you hit max level/acquired everything/etc. like an MMO. Until they dry out anyway, and the problem solves itself, because ultimately an infinitely increasing XP bar just isn't enough to keep most people interested.
They did make an actual title cut to the sequel for Destiny 2 and that's where further new content went -- has it since had enough content added that another timeline could have legitimately packaged it as Destiny 3?
Besides all that, it's legitimately a game, quite more than a glorified slot, it's a full simulation, and has a satisfying core gameplay loop -- the same one refined through the earlier Halo games.
Similarly, though not as core, it's also just satisfying to have Link roll around everywhere. Adding lootboxes to OoT would be beyond tasteless and obscene, but the product would still be quite a bit better than an actual glorified slot, because there's enough game design there alongside, there's something beyond just plain 'give money maybe win prize'. Japanese crane games / ufo catchers are more in line with glorified slots than a game with typical distasteful 'games-as-service' monetization strategies.
That ties in with your earlier deleted edit I still thought worth addressing. I see the concern on glorified slots, but I don't think it's really worth worrying about. In video games, even some hypothetical one with master manipulator levels of thought to make it indefinitely addicting, it's ultimately not chemical injection in basis to form a true dependency on the average human, and so the next thing comes out sooner or later and voila, newness, change. Is the 'Destiny is a dead game' meme close to the truth? It certainly seems a lot less popular than several battle royales, and those too will decline.
Casinos are in comparison much more niche, have little competition and innovation (look at their dull slots with no redeeming game design to them at all), have physical chemical associations (booze and smokes minimum) driving a bunch of it (their psychological playbook is laughably weak in comparison to something like Genshin Impact), and of course must be enabled by real money. The last factor is the simplest barrier to keep kids from getting addicted to casino-style crap, free-to-play dominates. Now maybe it's sad if trends like lootboxes or gachas or battle passes continue (or perhaps in your mind also trends of games designed with elements to never end), but it's far from concerning, especially when games lacking such crap continue to be successful...