• Lvxferre [he/him]@mander.xyz
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    8 months ago

    They also miss really bad why those games become popular on first place.

    For example, the text mentions Minecraft, and all that “crafting” trend. What made Minecraft great was not crafting - it was the feeling that you’re free to express yourself, the way you want, through interactions with the ingame world. If you want to build a huge castle, recreate a wonder you love, or a clever contraption to bend the world’s rules to do your bidding, you can.

    Or, let’s pick Undertale. It’s all about the mood, the game pulls strings with your emotions. Right at the start the game shows you Toriel, she’s a really nice lady, taking care of you as if she was your child. And being overprotective. Then the game tries to make you kill her, and your first playthrough you’ll probably do it. And you’ll feel like shit. Then you load the save back, and… the game still remembers. You’re still feeling like shit because you killed Toriel.

    Stardew Valley? At a certain point of the game, you start to genuinely care about the characters. Not just as in-game characters, but as virtual people with their own backstories, goals, dreams. You relate to them.

    It’s all about feelings. But corporations are as soulless as their “art”; and game corporations are no exception. Individual humans get it.

    • Ech@lemmy.ca
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      8 months ago

      Stardew Valley? At a certain point of the game, you start to genuinely care about the characters. Not just as in-game characters, but as virtual people with their own backstories, goals, dreams. You relate to them.

      I just like to make the cute farm go brrrrrrrr. Honestly, I’m annoyed that marriage (or “roomieship” with the monster) is required to 100% the game.

      • Lvxferre [he/him]@mander.xyz
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        8 months ago

        Even in your case, it’s still about feelings—although different ones: you’re expressing yourself through your farm, instead of focusing on the romance. “See, myself, this is what I built! Good job, me.” and the likes.

        Neither is the “right” or “wrong” emotion, mind you. But a game needs to trigger at least some within you, to be a good game. And that’s what corporations don’t get: they’re chasing mensurable things. More graphics, presence/absence of a mechanic, even gameplay length can be measured; but you can’t really measure someone’s emotional experience.

        • Ech@lemmy.ca
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          8 months ago

          On that we can agree. The game is great at giving players a plethora of paths and options.

      • Lvxferre [he/him]@mander.xyz
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        8 months ago

        You can save scum and she’ll be back, but one of the characters highlights it:

        Clever. Verrrryyy clever. You think you’re really smart, don’t you? In this world, it’s kill or be killed. So you were able to play by your own rules. You spared the life of a single person. Hee hee hee…

        But don’t act so cocky. I know what you did. You murdered her. And then you went back, because you regretted it. Ha ha ha ha…

        And the whole game is full of situations like this. Highlighting that your actions actually have some impact, even if you can reload or start a new game.