I'm Done Punching Trees and Grabbing Rocks in Video Games
kotaku.com
kotaku.com
Punching trees and grabbing rocks is what lets games feel open. Games of yore were all about checkpoints. A story on rails. Fetch quests follow, but punching trees and grabbing rocks are a sort of procedural, emergent fetch quest that takes relatively very little developer time. Not to mention nearly infinite replayability in many cases. In some genres, like RTS, resource collection becomes a strategic pillar, open for experimentation and optimization. Isn't that just punching trees and grabbing rocks?
Compare the rise of games like Minecraft of Cookie Clicker. They both have emergent gameplay loops that involve rote resource collection.
Palworld is sort of the confluence of these genres where the goal is to automate resource collection to a large extent. It clearly works.
You can be done with punching trees and grabbing rocks but it's here to stay in one form or another. It's an essential component in most (but not all!) games, and for perfectly good reasons.
Enjoy a balanced diet. Everything in moderation. Play a pure puzzler or a story game or a card game or an RPG or a shmup or roguelike or a brawler or a sim. No need to hate on this very popular mechanic. It's a good one. There's plenty of fresh games that don't lean on it.
That being said I could maybe feel slightly bad for game reviewers who end up playing literally every tree-punching rock-grabbing game in a calendar year but that's what they signed up for. So I don't feel bad at all.
I think you perfectly described why I hate most in-game crafting. It feels like cheap filler content to increase play time.
"Games of yore were all about checkpoints. A story on rails."
I love that. I hated AC Origins for its open world and I was relieved that AC Mirage was much more linear.
That is true in combat games that tac on crafting afterwards, but in these games the gathering and crafting is the main content and the combat is filler. If the gathering and crafting didn't have any sort of nuance or interesting quality to them the game wouldn't become popular, you might not like that sort of gameplay but it is hardly just "filler" content.
Minecraft is still the most bought, most played and most watched game. This journalist wouldn't know fun if it creeped up on him and exploded in his face.
The last two Zeldas are awful on Switch. On PC I can fix everything I dislike about the games and tweak them to make them enjoyable.
On PC I can fix games. This is likely the main reason I'll never be a console/phone gamer and why I have a Steam Deck.
I have never enjoyed crafting. Grinding for material is also on my list (games like Monster Hunter)
Yes most mmos and survival games are terrible at this, I'll never forget one of the quests in world of warcraft as a high level death knight "go gather wolves poop": I just defeated an enormous beast and saved a town, now I gather poop?
Checkpoints and story, give me that.
Or even better, give me a well designed gameplay loop, then gathering resources won't feel like a chore.
Automated resource gathering doesn't count, I'm fine if I'm not actively gathering: dyson sphere program is a great game.
For what is woth, I consider most open game terrible. Exceptions have farming items as secondary, not primary (e.g. Elden ring)
It wouldn't have become so popular if it is the slow kind of grindy chores you talk about, in general the most popular such games has a lot of things to make it not feel like a chore because most people don't like chores.
But a game reviewer can't really pick what they play, they have to play new shitty games that will never be popular all the time and then I can see how you start to associate these things with chores.
That being said, I'm not into pokemon-like games anymore, I suspect the automated battles are not my thing anymore, the fights are too dull and don't endanger you
Arks niche at the time was taming dinosaurs, today that isn't anything special but Palworld take that concept and makes everything much better about it and around it. Other than dinosaurs that Ark is the worst survival game I've ever played, but the dinosaurs is what makes that game tick, and you don't have to spend much time on other aspects of the game.
Not sure I'm interested in the factory aspect though, I feel Factorio and Dyson Sphere Program already excel at that
So the main gameplay loop there is you have tasks you want done, you go out and search for and catch monsters that can do those tasks and then build out more and more. You don't have to do a lot of focused thinking like in those factory design games, such games takes too much effort to be as popular as palworld.
(I went into IT because I liked solving challenging problems, not because I wanted a lucrative career.)
In other words, what's so bad about games looking like work, or work looking like a game, if they're deep, fun and engrossing? If the job or the game is terrible, discard it: maybe the real difference is we can't always discard the job because we need to survive.
It doesn't have to resemble real world constraints to be a useful exercise.
Gaming scratches the same itch as coding.
I like the Fire Emblem series but they come across as less legitimate as the elements of RPG grinding, character attributes and equipment management are introduced. Fire Emblem tries to introduce a "weapons triangle" with a rock-scissors-paper element but it's not very meaningful because it gets overwhelmed by the scaling of high level characters.
Personally, there are three core reasons that motivate me to play a game nowadays:
- Competition / Socialization
- Narrative
- Novel mechanics/puzzles
The latter two are also more meaningful if I can discuss them with my social circles.
If you're working on a game concept, I think the most important question to answer is: "What is a player going to be able to take away from this experience?"
Did a player get to experience a narrative through a new perspective? Maybe they optimized a system or developed a skill better than XX percentile of other players.
At the end of the day games are made for people and it's hard to separate people from societies.
I get it - you only punch the tiny trees, or just pick up branches and skip right to an axe :) But the progression / natural draw of discovering new things to craft as you touch new items is really good. And excellent procedurally generated worlds to explore.
I wish my friends enjoyed these games, as I'd have double the hours in. Playing solo does put an upper bound to how long I enjoy them.
I'll happily chop trees and mine all day, others like farming/animal husbandry, building, cooking, foraging, etc. All of us like exploring, boating, fighting bosses together. And we're all happy to craft/upgrade/repair our stuff.
Stay away from Factorio if you do not want to double your number
Conversely, the RPG treadmill of kill X mobs to get stuff that will allow you to kill Y mobs can keep my interest for a long time and I get enough enjoyment to suffer through the obnoxious RPG inventory management pain.
In a different genre of games, I'm done buying a new Gran Turismo or similar games, start with an empty garage, do all driver license, make money and slowly buy better cars and unlock tracks and challenges.
Do it once, it's fun. Do it twice, it starts to feel like wasted time. Do it one more time and I'm like "I pay you more but give me a fully unlocked game, I have better things to do than that." And I actually found better thing to do, proof is that I don't buy any new game and I keep playing the old ones.
ChatGPT give me the 100 top actions games... ChatGPT using that list give me a list for Xbox, Ps5, Pc, and Switch.
Every gaming site now 34 best Xbox action games 37 best Ps5 action games 41 best Pc action games 21 Best Switch action games
Think about older games where you could get stuck for hours at a time and make no progress. Many people shelve the game when that happens (even post Internet when you can just look it up!). Instead I can hop on these games and punch trees for 20 minutes and take a break. Progress was made! In more narrative heavy games it fills the space while you figure out what's next. Take BotW.
You're right about dopamine. Good gameplay design keeps the player engaged with a short but recurring gameplay loops. If the loops is too long or too short, or too frequent or infrequent, it doesn't work. Finding the balance -- especially when there are potentially many loops interacting -- is the key.
Tetris, Pac-Man, Mario, Street Fighter, Minecraft, Halo, Fortnite, Palworld -- all nail this. There's a tempo and a rhythm to the game, you experience highs and lows without bottoming out (getting bored) or overflowing (burning out).
I'm playing Starfield and I'm just refusing. I'm not crafting anything. I'm not building outposts. Don't give me homework when I want fun.
(Modulo controller users, of course)
On the other hand the demand for these games still shows that the survival-crafting genre is still not 'done'. There is a huge market for them. Yet AAA studios for some reason don't want to touch them, most of these games are made by small studios and indies released in Early Access.
Of course, you have to grab the initial rocks/brances for yourself :)
I'm not so much into this game myself, but my kids are all over it.
For all we know that rule is load bearing.
You don't like the games, you're tired of them? Go play a different one.
New gamers have to start somewhere. They're not starting at expert level with all the skills. Punching trees, husbanding resources, building stuff.
Nothing wrong with it. It's not good or bad, it's just there. If it was fun and now it's not fun and the game hasn't changed, then guess what?
It's not the game.
But the real end goal is to make the world persistent across thousands and hopefully 10s of thousands of real-time action players.
The problem is that we now have billions of humans building non-persistent and pervasive worlds that disappear!
So once they start getting bored of the leisure time, their first reaction is to just keep doing it more to try and get the feeling back - which winds up feeling like work.
Which is pretty much exactly what my 2 year old does when he's tired: he doesn't know he's tired (or bored, or hungry) so he just tries to play harder to solve the problem for himself.
Some entertainment being necessary, I feel the vast majority of people do it too much.
Certainly but what I really wanted to highlight was passive entertainment versus non-passive entertainment where gaming has shown to potentially have cognitive benefits [0]. Though I highly doubt all games are equal when it comes to this and I'm sure some are even destructive in how they abuse people's reward systems.
Games like Turing Complete can even teach about how computers work from a transistor level.
[0] https://www.nih.gov/news-events/news-releases/video-gaming-m...
i've known binge watching cinophiles that have called in sick the next day occasionally , but I don't know of any that lost it all from the hobby.