I stumbled upon this article a while ago which attempts to argue that former idea to absurdity, it's very well written. I disagree with almost the whole thing, but it was fun to see someone disconnect themselves so far from the simple, real time engagement of a playing a video game. It's an entirely valid way to look at games, but it's just a very shallow view on games as a medium. He even accidentally discovers the real reasons why we play games as he works hard to make his case on the gameplay-as-work idea. Full respect to the author, and I'm sure they knew exactly how contrarian they were being.
https://www.theatlantic.com/technology/archive/2019/10/dont-...
Some of my favourite quotes:
>"That’s the big problem with video games: To enjoy them, you have to play them."
> "Game-play—the work of working a game—is fundamentally irritating"
> "And like all labor, the best way to get it done is to farm it out to others. Let the memers honk their geese so you don’t have to."
at some level almost all games could be reduced to a version of cookie clicker
good games keep players actively looking for a new meta by tweaking and adding content, similar to the everchanging running of a business
The grind is the least fun part of the game, but also why you keep coming back.
I can think of some interesting counterexamples: in games like Minecraft and Factorio, you create something and are left with an interesting artifact you've designed. In MMOs, you're often left with new friendships.
But I'd be lying if I said I played those games primarily for those outcomes. It feels like each of those games still have some core meat that's shared with cookie clicker, and those other things that come out of it are somehow secondary in my short-term choice to play the game.
You seriously need to expand your pool of games.
While I agree in principle, the rewards in a lot of games isn't only the satisfaction in watching numbers go up (= progress, I guess?), but also an enjoyable game loop (I experienced that with Diablo 3 in which you play through the same content over and over again, but the speed of which you eventually blow through thousands of enemies is gratifying) and an unfolding storyline. I had that best with the old Final Fantasy games, where progress was frequently rewarded with cutscenes and the whole game is mostly a storyline you can follow.
On that note the FFVII Remake is a great game to get into.
Yes, Ian Bogost is a respected game designer and developer.
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> The goal of the game is to earn "clicks" by clicking on a sprite of a cow every six hours. [...] A premium currency known as "Mooney" allows the user to purchase different cow designs and skip the six-hour interval between clicks.
This doesn't really sound "successful" in the traditional sense.
I'm not sure the "traditional sense" of successful was what he was going for. However, it was successful, nevertheless.