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by zx10rse 392 days ago
I don't think it is a generational thing or a lindy effect plain, and simple greed is what is killing modern day games.

Eventually they become a never ending grind loop for battle passes, points, buy more points, cosmetics priced as full fledged titles, loot boxes, etc. etc.

There is simply nothing to it, no depth, no cool mechanics, no story nothing, and once a player spent x amount of hours realizing that, you simply boot up 20 years old game, so you can have some dopamine rush again.

It is so uninspiring no easter eggs, no special levels, secrets nothing, login buy a battle pass, and do that recursively every x amount of months.

5 comments

The idea that there’s nothing to these games just isn’t true. Take Fortnite, the quintessential “modern game” that popularized battle passes.

You don’t need a battle pass to play, in fact all purchasable things are purely cosmetic: they offer no gameplay value. Nobody is playing Fortnite for the cosmetics, they’re playing it because it’s fun! Why would you care about cosmetics in a game you don’t enjoy playing? It makes no sense.

“no depth”: patently false. Fortnite is one of the highest skill ceiling games around.

“no cool mechanics”: there are tons of cool mechanics, both at a gameplay level and meta level, with more being cycled in every season.

“no story”: admittedly the story is a bit opaque, but the community loves the big story events that happen every season.

“no easter eggs or secrets”: Sure there are! Each new season is filled with them, and there are entire wikis dedicated to cataloguing them.

Fortnite‘s dark design was the reason Epic was subject of the largest FTC gaming-related fine in history. $200m+
That wasn’t because of the dark design of Fortnite itself, it was mostly because their shop allowed users (including children) to make purchases with only a single click, without any confirmation, leading to a lot of accidental purchases. Definitely not a good thing, but also not indicative of some fundamental issue with the game’s overall design. They added confirmation and the ability to undo purchases over 5 years ago.
You clearly have a different understanding for meaning of the words and what is meant by them.

Look, there is no depth in Fortnite, just like there is no deepness in minds of kids that are under 10 and playing it.

Same for other points. Fortnite is arcade shooter - no one is expecting from it realistic mechanics, which would also ruin the game. Fortnite is a niche and it was kids game - some of them have grown up and moved on.

Give me an example or definition of what you mean by depth, and we can see if it fulfills it.

The tone of your post makes me think you’ve fallen into the logical trap of believing that because a game is enjoyed by children, that it can’t be also enjoyed by older people as well. See also: Minecraft.

A true sign of maturity is being able to enjoy a game on its actual merits, and not worrying about whether you’re playing a “kids’ game”.

it's well know the hit box for "the defaults" (slang to refer to players with free character designs) are slightly larger.

but yeah, it's by far the least egregious case indeed.

No, this is just plain wrong. The hitbox is the same one on all skins. On payed skin like peely for example, the skin is bigger and will be more visible, but the hitbox stay the same. This is pay to loose if anything.

https://www.esports.net/news/fortnite/do-all-fortnite-skins-...

Do you really consider "esports.net" a source for the internal implementation details of a proprietary video game?
I consider it better than 0 source at all. I also have access to the decrypted assets of the game and can personally confirm but the value of that is nil since I can't bring proof.

I'm pretty sure you could find dozens of sources confirming that too, but I don't have the time atm.

Confirmed here : https://www.reddit.com/r/FortNiteBR/comments/1agkxcd/the_gia...

(only one skin is a pay to lose skin with a bigger kit box)

There are indie games without those in-app purchases that capture the spirit of the old games.
Yes, these games are definitely out there. Makes me want to go through my Steam library; I’m sure I could list off dozens of games but I’ll just stick with one great example that comes to mind: Axiom Verge.
Is it your opinion of a game like Breath of the wild ?

Not so great games have existed as long as games existed. Parent's point is that the few good ones stay. And could imagine someone in 20 years replaying BOTW, or This war of Mine, same way Journey still has many active players 13 years later.

The article touches on multiplayer games which my comment reflected, they are after all the predominant genre that generates the most profit for companies, and of course are the most exploited.

I didn't say that there are no good new games anymore, there are of course good titles great games your example is one, but the market shifted because the cash is elsewhere.

If you compare the profit for a game like BOTW despite being huge success by unit sales, and the yearly profit of a game like Fortnite as some of the commenters pointed, or CoD you will see what I mean, those tittles literally print money with in game shops not unit sales.

I agree with you, and this was my main point in 20 years someone will replay BOTW because it is a great game, the ones that are made to simply print money will be replaced by others that prints money faster, and better.

> There is simply nothing to it

If this were true nobody would play the games? If people found no benefit or interest they wouldn’t play. Even if you think it’s literally just gambling, which I disagree with, people still find value in that even if it’s destructive.

> no depth

If this were true you couldn’t having skill based matchmaking. If there is no depth then everyone would be as good as everyone else. There would be no strategy to master.

> no cool mechanics

Subjective but I disagree.

> no story nothing

Chess has no story mode but it’s a game people still play. Why do video games need a story 100% of the time? I don’t get this critique.

> and once a player spent x amount of hours realizing that, you simply boot up 20 years old game, so you can have some dopamine rush again.

I disagree. Games today have learned from games of the past. I think most folks would find the mechanics of old games boring compared to games of today. I loved Super Mario 64 as a kid and bought it when they rereleased it for the Switch and found it so boring and infuriating (terrible controls) that I never finished the game. Same with Goldeneye — I played that game so much as a kid but there are so many better games with a similar gameplay loop today. I could probably find some fun in something like surf maps in CS1.6 but it wouldn’t hold my attention for very long.

> people still find value in that even if it’s destructive

I am probably in the 98th percentile of time playing video games, and have a lot of friends that play. I really don't disagree with most of your post, but this sentence grabbed me. A person "finding value" in something destructive is not a "different strokes for different folks" situation.

It's more likely they are caught in a desperate situation, either from chasing money that will never materialize or some other kind of high. The cycle of gambling long term is horrible. It's an addictive and destructive pattern with no end in sight, and it ruins lives, and not just the life of the gambler.

While it's rare for a similarly extreme situation to happen with online games, it's less about losing all of your money and more about losing all of your time. It's not uncommon for people to play these games more compulsively than anything, while having 0 fun. Some are self-aware enough to wish they weren't playing it altogether, while being unable to stop. And I realize this can come off condescending, but some people are unaware that they aren't having fun and are sad at the end of the day, unable to confront why. It would not be wise to fault the people themselves with this behavior. There are games designed to foster this compulsion.

I don't think this is unique to online games. There are certainly single-player games that can impart the same feelings. But there are bad design decisions that are more common to online games that are meant to create addiction. Take daily quests: Where they are present, they are the only decent way to progress in a game. They fucking suck, are universally hated, but people still play everyday, even if they don't feel like it. The game can obviously be balanced to provide better general progression and omit daily quests, which would let people play when they feel like it. But designers choose not to do this, because research shows people play more when they login every day. And the longer people are playing, the more likely they can be monetized.

And that's an inherent issue with recent online games that build a revenue model on micro transactions: They are trying to make you play as long as possible to maximize conversion. That's not a healthy relationship with a customer. These games are distinct from Chess, not because they lack depth or mechanics, but because they are fine-tuned to make you chase the next thing, forever. Many people recognize this, don't enjoy it, and can't stop. The same way many kids are hyper aware of their addiction to scrolling, but continue to scroll.

So yes, people play these games, but that doesn't mean they have value even to the player. They just have the bells and whistles to keep people hooked. For my own part, it's a constant battle to be aware of when I'm having fun and when I'm getting sucked into something unhealthy.

> There is simply nothing to it, no depth, no cool mechanics, no story nothing

I see we've reached "grumpy old man yelling at cloud" levels of rhetoric.

Sure, there's predatory micro transactions, but there's absolutely also neat new content and mechanics added to games like Dota or Fortnite. Dota just recently got a couple of fuck off huge patches that I saw the notes for (I don't play it myself but occasionally see things mentioned in the Deadlock community).