All Work and No Play (2021)
dissentmagazine.org
dissentmagazine.org
I look at today’s sci-fi blockbuster or television show where unbelievable sums of money and effort were spent on highly detailed, elaborate CGI sequences and, more often than not, I’m not very moved and forget about it almost instantly. However, I watch an old Star Trek episode that has hilariously bad effects thrown together as cheaply as possible and I can _feel_ parts of my curiosity, imagination, and so on shift into motion. In order to make that embarrassing sound stage with a guy in a rubber suit work, I actually have to participate in it, provided the crew was skilled enough to provide a fertile playing field and a compelling scenario. It’s no different for games.
Being shoved through bigger, louder, and more audacious carnival rides where you just kinda walk from point A to point B becomes disappointing after a while. The disparity between the scope and ambition of the presentation and your actual engagement greatly amplifies any sensations of being underwhelmed and disappointed.
Whether that speaks to the power of the advertising machine or the lack of imagination in the people is a question left to the reader.
This won't solve bad writing (hence why I stopped watching Discovery), bad characters, bad acting or a bad setting but I can't follow you at all about it being a problem.
Just this evening I finally got my old gaming PC out of the closet and back up and running. My 15 year old son helped me troubleshoot driver issues and bios errors and we got it functioning. Loaded up the old steam library and I spent about 20 minutes creating a playlist for him. Braid, Subnautica, half life 1 & 2, portal, vvvvvv, rimworld, myst, and a few more not in steam, dungeon crawl stone soup, Spelunky. These were just what I already had. All chosen for their gaminess and not their realism. Maybe half life 2 is one that was trying for realism (at the time).
Just like I require some actual book reading and not just graphic novels. I wonder if the games you played will be a sign of 'culture' at some point.
"Their a good family but they only play halo and battlefield"
It ends up feeling like 3 different stories stitched together instead of one solid thesis. I don't know what to make of it. Things only got worse in the 3 years, so all it seemed t provide was nice platitudes to hope for.
The article author touches on the gamification of work, but doesn't get very far with it. Games as a "work simulator", or "grinding games", have been around for years, but they're less popular than they used to be. There are many of them, though, from "Modern Farming" to "Lawnmower Simulator".
Yes, there really is a lawnmower simulator game. It's a total grind. You work for a lawn-mowing business. You have to walk the lawn before mowing and pick up rocks, to avoid damaging the mower. Then you mow, not missing any spots or damaging flowerbeds. Then you get paid. Then you may be able to buy a better mower.[1]
Now get back to work.
Achievements and badges, I believe, are ruining games. The focus isn't on the actual gameplay, but on completion. It's a job.
Here's my hot take: souls games have taken this to the extreme.
The boss battles require you to try over and over and over to learn the specific move sequence to beat them. The games require a nearly specific progression of both in game and out of game skills and muscle memory.
That's not entertainment, it's studying!!!
So games that require thought are more engaging and fun. There is a threshold where it isn’t fun, but that’s different from person to person. Lots of people like the souls games, myself included.
Try asking yourself, what isn’t a grind in my favorite game? Chances are that requires thought.
My all time favorite electronic games are (a) Descent [1995] and (b) Hillsfar [1989]. There is no grinding in those games, at all.
>So games that require thought are more engaging and fun.
It's not thinking, though. That's my whole point. It's memorization at best (souls games), and mindless point a to point b clicking at worst (Robocop Rogue City is the most recent example I can think of here). They're not puzzles, they're not thinking, they're just little achievement drips.
I agree that learning is fun. The Dr. Brain and Gizmos and Gadgets were FANTASTIC back in the day.
I would argue that games today don't really require a lot of learning. They're intentionally made so you feel a sense of accomplishment for just following the series of clicks.
Maybe I'm just old and jaded. Who knows.
Also, somebody needs to remake the Dr. Brain games. I just realized I need that in my life today.