Earlier quoted context omitted.
> Players who want the "pure" game experience can simply not look things up on the wiki. Because people don't have the self control not to do that and want to get spoonfed the answer, even if not cheating would be more satisfying for them.
"Given the choice, players will optimize all the fun out of their game." - this is a quote attributed to Sid Meier and it's very true. And reading Wikis is pretty much one of things that really fits this.
The quest for a Wiki-less game
51–60 of 113 posts
Re: The quest for a Wiki-less game
#52I also think this signals a change in how games are played these days. There are many players that don't want to be challenged or explore, they want to complete tasks and get rewards. Some of them don't really care that much about the actual gameplay, as long as there is a quick way to complete sets of tasks and get their rewards. Some of my friends are like this, they blast through games without looking at anything…
Has that really changed recently? Different people have always enjoyed different things, and some don't like puzzles. That was as true a hundred years ago as now.
Even when there was information available in the past, it wasn't always easy to access or understand, and more critically, the willingness and pace of shared knowledge has increased tremendously.
If we look back, admittedly through the lens of nostalgia, at games like WoW:BC, then strategies took weeks or even months to bed in and disseminate from the top guilds to the wider public. RPGs, even in the gamefaqs era, took weeks or months to feel "solved".
Whereas now games are released and are often "solved" in beta before their official release. Game knowledge is spread so much faster now.
Even when we had early youtube back then, and we had IRC and gamefaqs, the knowledge just wasn't spread as fast. It's hard to know if that's just the sheer numbers of people involved now, or a greater willingness to share that knowledge.
Re: The quest for a Wiki-less game
#53I also think this signals a change in how games are played these days. There are many players that don't want to be challenged or explore, they want to complete tasks and get rewards. Some of them don't really care that much about the actual gameplay, as long as there is a quick way to complete sets of tasks and get their rewards. Some of my friends are like this, they blast through games without looking at anything…
I understand this is very common, but for me: "discovering and figuring things out" in games often becomes: "guess what the game devs want me to do."
Oh, is there something on the other side of that hill? Meh, not really. What about at the top of that cliff? Oh I can only sort of climb it? Should I keep trying or am I just going to hit an invisible wall? Is this enemy way too tough for me with my current equipment, or do I just need to get better? Am I doing things in the wrong order and just making things way tougher?
Some games are better about it than others, but I already know I'm playing a game. I don't get much enjoyment from "finding" something that was put there for me to find. I like stories, characters, and world-building. I don't need a giant yellow HUD arrow, but there's nothing fun about wandering aimlessly in hopes of finding something mildly interesting. I already know there are N mildly interesting things on the map, each within a focus-tested ~30 second distance from each other. So for me at least, I'll take the map markers.
Re: The quest for a Wiki-less game
#54This is a funny one. I am reminded of Elite Dangerous and how such an amazing game, concept and game loop (mostly) is top tier and exactly what I was looking for. The only way to play it properly or in any way usefully is to use third party tools. For example, markets statistics to see live market information in game for trading, you have to use a user created website. Want to see what components will get your ship i…
I'm sure I would be more efficient, if I'd use 3rd party tools, but it still didn't prevent me from actually playing and enjoying the game. I'd say it's much different to the "terraria problem" mentioned in the post.
Re: The quest for a Wiki-less game
#55Re: The quest for a Wiki-less game
#56Re: The quest for a Wiki-less game
#57I also think this signals a change in how games are played these days. There are many players that don't want to be challenged or explore, they want to complete tasks and get rewards. Some of them don't really care that much about the actual gameplay, as long as there is a quick way to complete sets of tasks and get their rewards. Some of my friends are like this, they blast through games without looking at anything…
> I like exploring and discovering and figuring things out. I understand this is very common, but for me: "discovering and figuring things out" in games often becomes: "guess what the game devs want me to do." Oh, is there something on the other side of that hill? Meh, not really. What about at the top of that cliff? Oh I can only sort of climb it? Should I keep trying or am I just going to hit an invisible wall? Is…
For example in Overwatch 2, there are no numbers on abilities. It's just something like "fires a rocket at the enemy" - how much damage does the rocket do? How long is the cooldown? Can it crit if it hits an enemy in the head?
In other games there might be items or talents with tooltips like "increases your damage" - how much? Is it additive or multiplicative with other modifiers?
I like games where this kind of information is easily available. I won't look up how to complete a quest or something unless I'm completely stuck on it, but I will look up numbers so I can make informed decisions instead of just guessing what might be good.
Re: The quest for a Wiki-less game
#58I also think this signals a change in how games are played these days. There are many players that don't want to be challenged or explore, they want to complete tasks and get rewards. Some of them don't really care that much about the actual gameplay, as long as there is a quick way to complete sets of tasks and get their rewards. Some of my friends are like this, they blast through games without looking at anything…
> I like exploring and discovering and figuring things out. I understand this is very common, but for me: "discovering and figuring things out" in games often becomes: "guess what the game devs want me to do." Oh, is there something on the other side of that hill? Meh, not really. What about at the top of that cliff? Oh I can only sort of climb it? Should I keep trying or am I just going to hit an invisible wall? Is…
Re: The quest for a Wiki-less game
#59Earlier quoted context omitted.
There's a category of games whose depth goes so hard that they assume engagement outside of the application, and then there's Mega Man games who were built under the assumption that the player will enjoy trial and error, and to attempt to push through making the wrong stage choice by learning how to dodge boss mechanics. I firmly believe that the internet normalized metagaming as a side-effect (guides, talk to friend…
I think Elden Ring (and the souls genre in general) IS designed with the assumption players have access to the internet to search for stuff if they want . The game will still provide quite a challenge even if you know where you need to go and get weapons/items/etc. The bosses won't defeat themselves even if you know the overall strategy to use. I think of it as kind of a self-regulated difficulty system, if you want…
There are probably far simpler ones as well. People still talk about chess strategies and things like that all across the detail spectrum.
There is also the reality that most games produced just aren't worth that much of people's time. They may still be fun, but in a more limited capacity.
Re: The quest for a Wiki-less game
#60I also think this signals a change in how games are played these days. There are many players that don't want to be challenged or explore, they want to complete tasks and get rewards. Some of them don't really care that much about the actual gameplay, as long as there is a quick way to complete sets of tasks and get their rewards. Some of my friends are like this, they blast through games without looking at anything…
That might be true in some cases, sure.
But in recent years I've noticed a lot of games adding things like crafting and alchemy mechanics that are pretty grind-heavy to puzzle out on your own.
If I've got to brute-force recipes? Or if there are hard-won ingredients and they might get wasted or produce something useless? Or if the developers, not wanting to risk breaking the game balance, made the craftable items weak or highly situational? Can easily be Not Fun.