this post was submitted on 03 Mar 2024
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[–] wirelesswire@kbin.run 6 points 8 months ago (2 children)

MMO player, here. Give me 100 gofer, kill things, or escort quests (okay, maybe only a couple escort), and I'll be happy, as long as I get a few pennies and a marginal upgrade every so often.

In all seriousness, I call these types of games "run around and do things" games, where the gameplay is fun and the world is interesting, so the quests are mostly just there to nudge you in various directions.

[–] SchmidtGenetics@lemmy.world 3 points 8 months ago* (last edited 8 months ago) (1 children)

And you get to hang out with buddies, and make new friends while complaining the person walks faster than a walk, but slower than a run.

I find it weird, who wants a 20 hour empty game? The maps would need to be smaller or these same people would complain there’s nothing to do while walking between X and Z. $80 and 20 hours of content, or $80 and 80 hours of content. Sign me up for B everytime if it’s fun.

There is some people who refuse to fast travel in games, since it breaks the immersion, in red dead redemption I hardly ever fast traveled, was just too much fun to cause random shit between points.

[–] ninjan@lemmy.mildgrim.com -1 points 8 months ago (1 children)

No one wants a 20 hour empty game. A 20 hour game needs to be dense, like a good book of equal length. It needs a compelling narrative and interesting immersive gameplay. A 20 hour game can get away with immersion adding limitations to parts of it that an 80 hour game can't, stuff like not having quick save is annoying in an 80 hour game but perfectly valid in a 20 hour one, same with point of no returns, very grating in 80 hour games but perfectly fine in a 20 hour one.

Also I don't consider Open World to be a type or genre of MMOs, I'm exclusively talking about Ubisoft style open world games like Assassin's Creed and games obviously inspired by that open world approach. For MMOs busy work is good because the point really is to socialize and all content is good basically. If the game has co-op then I'm much more lenient on the busy work aspect.

Further I'm also only harping about story less or with very limited story tied to it type events. Like the cop events in Cyberpunk 2077 which is basically an ongoing crime and for whatever reason you have them marked, can go there and kill everybody, get some small reward and a thank you message. But it more or less clashes with the story overall and there's no point to it. Having enemies to kill and things happening in the world is of course a good thing but drawing player attention to it with an icon and interaction like the thank you message creates expectations about a payoff or it actually being meaningful outside of "clearing the map". But it's not. It's also a fact that crafting all of it takes time, time better spent on making the content that is meaningful even better. Basically give me one 1 hour mission rather than six 10 minute ones.

[–] SchmidtGenetics@lemmy.world 2 points 8 months ago

No one wants a 20 hour empty game. A 20 hour game needs to be dense, like a good book of equal length. It needs a compelling narrative and interesting immersive gameplay. A 20 hour game can get away with immersion adding limitations to parts of it that an 80 hour game can't, stuff like not having quick save is annoying in an 80 hour game but perfectly valid in a 20 hour one, same with point of no returns, very grating in 80 hour games but perfectly fine in a 20 hour one.

Huh, you literally just explained a standard narrative “on rails” game. You really just don’t like open world games, that’s all there is here.

[–] all-knight-party@kbin.run 1 points 8 months ago (1 children)

Agreed. I tried to tell myself I wasnt this guy for a long time because it's so talked down upon on the internet, and I'm not entirely that guy, but at any given time I generally enjoy having a "potentially mindless open world game" running alongside whatever other shorter games I'm progressing through.

Previously, it was Assassin's Creed Odyssey. I spent hundreds of hours completing every single map point of interest, and the game disincentivizes you from doing it by not tracking them at all or providing any achievement, but I just wanted to because it gave me more time playing an open world stealth game that I wasn't going to get anywhere else, so eventually I just admitted to myself that I liked doing that shit, and I did it, and I enjoyed the hell out of it.

That being said, I think most that play this way would agree with me here that you aren't going to do with a game that isn't inherently fun. AC Odyssey allowed me to build a character that played like a melee stealth game, but with almost endless, usually unsurprising content. I could enjoy the tight gameplay that I wanted in a casual, enjoyable way that wouldn't upset me, I could save that for Elden Ring or Monster Hunter.

Now it's Ghostwire Tokyo. I can enjoy the interesting setting, Yokai, story, and the unique arena combat, but have plenty of things to collect and explore around for mindlessly if I want to as well. As long as the gameplay loop itself is good, I don't mind taking that enjoyable platform and spreading it across seemingly repetitive content.

[–] Zahille7@lemmy.world 2 points 8 months ago

I replayed the Arkham games over the past week or two. I 100% Asylum, there's a couple things I need to do in City, then I'll have to 100% Knight.