Faarbaute
Arbiter
- Joined
- Mar 2, 2017
- Messages
- 770
Rather than exploring the game, its world and its systems, engaging with that and going on a quest for adventure, today, the player is instead harvesting for content.
The player is not really on an adventure anymore, they're mowing the lawn.
This places the player in a mindset of rote clearing away the fog of war, exhausting dialogue options, clicking rapidly on everything to look for "secrets", all the while, they're moving in a grid search pattern to find and kill everyone and to loot everything that isn't nailed down. Rinse and repeat.
What drove this change? How did it get to this point?
Have players simply become too savvy, allowing them to quickly find the optimal solution? Is it a change in attitude, amongst players in general? Was it MMORPGs?
Did the reward cycles very prominent in RPGs, train players to put emphasis on this (IMO) degenerate behaviour? Or, is it just the standardized, mass design approach producing a predictable experience?
What are your thoughts on this topic? Do you think there's a way to fix this?
The player is not really on an adventure anymore, they're mowing the lawn.
This places the player in a mindset of rote clearing away the fog of war, exhausting dialogue options, clicking rapidly on everything to look for "secrets", all the while, they're moving in a grid search pattern to find and kill everyone and to loot everything that isn't nailed down. Rinse and repeat.
What drove this change? How did it get to this point?
Have players simply become too savvy, allowing them to quickly find the optimal solution? Is it a change in attitude, amongst players in general? Was it MMORPGs?
Did the reward cycles very prominent in RPGs, train players to put emphasis on this (IMO) degenerate behaviour? Or, is it just the standardized, mass design approach producing a predictable experience?
What are your thoughts on this topic? Do you think there's a way to fix this?