Why Every Game Wants To Be The ONLY Game You Play
Summary
TLDRIn this video, the creator explores the evolution of gaming, from nostalgic childhood memories of E3 to the overwhelming dominance of live service games today. They reflect on how the industry has shifted towards longer, filler-heavy games that demand more of players' time, while shorter, focused experiences are often overlooked. Highlighting the challenges of keeping up with games like *Fortnite* and *Destiny 2*, the video advocates for quality over quantity, emphasizing that indie games and shorter titles can offer meaningful experiences. The creator calls for a return to games that respect players' time and leave lasting emotional impacts.
Takeaways
- 😀 Gaming events like Gamescom and The Game Awards spark excitement, reminiscent of the golden days of E3.
- 😀 The gaming market is oversaturated, with too many companies pushing games that demand a lot of time, making it harder to keep up.
- 😀 The longer the game, the more likely it is to include filler content, which can make games feel repetitive and tedious.
- 😀 Not all long games are bad, but many focus on artificially extending playtime with pointless side activities and fetch quests.
- 😀 Games like Portal, Hellblade: Senua's Sacrifice, and Firewatch prove that shorter games can be just as impactful, if not more, than longer ones.
- 😀 The rise of live service games (e.g., Fortnite, Destiny 2) creates an ongoing cycle of content updates, leading to FOMO (fear of missing out).
- 😀 Live service games are designed to keep players invested long-term, leading to more time spent in one game and neglecting others in the backlog.
- 😀 The live service model encourages continuous engagement through updates and exclusive content, often turning gaming into a lifestyle rather than a pastime.
- 😀 Many modern AAA games focus on maximizing time investment rather than crafting meaningful experiences, leaving indie games to shine in creating memorable, shorter experiences.
- 😀 Indie games, despite being overlooked by many, are a treasure trove of quality experiences that respect players' time and often deliver the most memorable moments.
- 😀 The pressure to stay engaged with live service games can overwhelm gamers with limited time, leading to a shift in how games are consumed and prioritized.
Q & A
Why does the narrator get excited about gaming events like Gamescom and The Game Awards?
-The narrator is excited because these events remind them of the excitement they felt as a child watching E3, showcasing new game announcements and world premieres. Despite the corporate influence, these events still bring a sense of joy and nostalgia.
What realization does the narrator come to after watching these events?
-After watching the events, the narrator realizes that they won’t have the time to play many of the games they’ve wishlisted due to their demanding work schedule, leading to a feeling of disappointment.
What was the narrator’s experience with *The Elder Scrolls IV: Oblivion* in 2006?
-In 2006, the narrator was captivated by *The Elder Scrolls IV: Oblivion*, a game that consumed their life for months. It was one of the first games they played that was long enough to feel like a significant investment of time, which was unusual at the time.
How has the length of games changed over time, according to the narrator?
-The narrator notes that game lengths have dramatically increased over time. Whereas many games in the past could be completed in under 12 hours, today’s games often require much more time, with some offering open worlds and massive amounts of content.
What is the narrator’s analogy between gaming and the movie *Jurassic World*?
-The narrator uses the analogy from *Jurassic World* about dinosaurs no longer impressing children to explain how game companies push for bigger, louder, and longer games, trying to outdo themselves with each release, even though longer games don't always equate to better ones.
What makes shorter games, like *Portal* and *Firewatch*, stand out in the gaming industry?
-Shorter games like *Portal* and *Firewatch* are revered not for their length but for their quality. They show that a game’s impact doesn’t need to be measured by hours played but by how memorable and powerful the experience is.
What issue does the narrator raise about games with excessive filler content?
-The narrator highlights that games often include filler content, such as side activities and fetch quests, to artificially extend playtime. This can turn a fun game into a repetitive, tiresome experience, leaving players frustrated.
What role does the 'games as a service' model play in the current gaming landscape?
-The 'games as a service' model aims to keep players constantly engaged with ongoing content updates, exclusive rewards, and events. This model hooks players into a cycle where they feel compelled to keep playing, often at the expense of playing other games.
How do live service games impact players' ability to enjoy other games?
-Live service games are designed to consume a player's time, with constant updates and rewards that encourage daily engagement. This can lead to players neglecting other games in their backlog because they feel the need to stay engaged with the live service game.
What is the narrator’s perspective on the impact of live service games on the gaming industry?
-The narrator believes that live service games have fundamentally shifted the gaming industry’s focus from creating great games to designing experiences that consume players' time. This leaves less room for shorter, impactful games and places undue pressure on players to commit long-term to one game.
What does the narrator believe is the true essence of gaming?
-The narrator believes that gaming should not be about the length of a game or the time spent playing it, but about the emotional impact and enjoyment it provides. Great games should leave a lasting impression long after the credits roll.
How does the narrator feel about indie games in the current gaming climate?
-The narrator sees indie games as the unsung heroes of the gaming industry, delivering tight, impactful experiences despite the overwhelming presence of live service and AAA games. They argue that indie developers continue to produce meaningful games that respect players' time and offer unique experiences.
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