Sunday, July 15, 2018

Unready Player One

My very first post on this blog was a joke about Facebook games. I mostly stayed away from them, as they felt more like psychology experiments than recreation.

Since then, I've been playing a lot of mobile games. They have some of the same qualities, since free games need to make money somehow. But fortunately, they lack that hard sell you have to keep playing and paying to cheat. But they still have a structure that is built around at least the possibility of selling things. For instance, they’ll have some sort of power-up concept, because it will be easy to sell a power-up to the gamer when they get frustrated. And that’s becoming the accepted style for free mobile games.

It's weird how games can develop their own cultures. I first noticed this in university when some of us found out there was a 3d Tetris. Thing is, it was put out by Nintendo, and they had, well, Nintendified it. In contrast to the original Tetris, which was simple and minimal. When we tried playing it, it prompted the player to choose a character. That just seemed kind of childish. Sure, for a lot of folks this was natural, because they were Nintendo fans who were introduced to the original Tetris that way. But those of us who had loved the game as a work time-waster just felt stupid.

Now I sometimes find myself experiencing a similar clash of gaming cultures. For instance, I’ve wasted many an hour playing the Cell Connect game app. It's a simple abstract puzzle game. After playing it for a while, it was updated, and they've clearly decided to make it more in the style of app and social media games. The changes aren't too intrusive, but they are confusing.

Power up cards? Um, okay. Getting 5% bonus is nice, but it's not as exciting as invulnerability or something. The second card is a raccoon, what the hell does that mean? And now I've leveled up. This isn't an RPG, so I’m not even sure what that could mean.

In short, all these changes have made gaming rather complicated. Ironically, I just came across this article from Wired in which they examine the huge popularity of Fortnite, and argue that it is surprising since it is a fairly complex game,in contrast to lowest-common-denominator games like Angry Birds or Candy Crush. But it seems to me that even games aimed at the mass market have their own complexity, but it is within a culture of its own.

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