Grailly

joined 1 day ago
[–] Grailly@piefed.social 2 points 12 hours ago* (last edited 12 hours ago)

therefore the higher the playtime in the ‘window’ of reviews that you look at, the more likely they are to skew high.

Yes, I'm looking at 2 hours, not exactly high.

Two hours is the window for a refund, so I absolutely make a call within 2 hours.

2 hours is arbitrarily chosen as a catch-all. You can finish some games and refund them within that time, it doesn't work well in all situations. It's not some objective measure of how much time you need to judge a game.

specially a new / expensive game - hasn’t engaged me within that time, I refund it and move on.

The example is a free game. There's also a difference between moving on and leaving a negative review

 

I often bemoan the fact that marketing or circumstances surrounding a game have a disproportionate amount of sway on the perception of quality in video games. "Bad" games can be successful and "good" games can be review bombed to hell. With this post I would like to look at why the situation surrounding a game is as important to its perception than its actual quality. I don't think marketing brain washes people into liking games, but rather, it buys benefit of the doubt.

Recently, Highguard released to the dreaded "overwhelmingly negative" review tag on Steam, meaning most people had left a negative review. What interested me was that many of these reviews, even discarding the obvious review bombing ones, were written after fewer than 2 hours. I think this is a big sign that the game did not get benefit of the doubt. The terrible perception of the game from it's failed marketing hadn't afforded it that. So after 2 hours of not having a good time, the game was deemed bad and negative reviews were written.

I had a different approach to Highguard than many of these reviewers. I was actually rooting for it, I like a lot of the previous work of the developers. After 2 hours of play, there were a few things I didn't like at all about the game, but instead of thinking they were bad, I was wondering why these elements were included. There had to be a reason, right? I had to play more to find out. I wasn't necessarily enjoying the game more than most, but by granting the developers the extra benefit of the doubt, I didn't leave a negative review (nor a positive one), and came back the next day to play more. This seems to be a trend as if you only take into account reviews with 2+ hours of play time, Highguard's opinions are "mixed" rather than "overwhelmingly negative".

This is something I've noticed throughout my journey in video games. If I'm invested in a game before I even play it, there's a much greater chance I'll like it. That's exactly the job of marketing and franchises, getting you invested before you even play.

The first time I noticed this was in my early teens, when I pirated a lot of games. I noticed that I tended to like games I bought more than the ones I pirated. The monetary investment pushed me to try harder to like them, while dropping a game that cost me nothing was pretty easy.

This goes in pair with another of my big complaints in video games: tutorials are terrible. On average, the first hour of a video game is sub par. It does take some determination to get through these early parts to get to the good stuff. Without some benefit of the doubt, many good games would be dropped and deemed bad. Wanting to like a game is a really important factor.

 

For a while, meta progression felt like a clever way to keep games fresh. You’d unlock new gear, perks, or passive bonuses between runs, and that sense of forward motion made failure feel productive. I still remember how ground-breaking this felt the first time I played Rogue Legacy. The game nearly made me look forward to losing, limiting any frustrations I would get from losing. Over time, however, the novelty has worn off. More and more I feel like instead of removing the frustration, meta progression is removing the sense of improvement.

Having meta progression means that you come back stronger after every run, this completely blurs self-evaluation. You lost but you feel like you played well. Do you just need to unlock more stuff or are you not understanding something? It's really hard to say. How do you improve if you don't know how well you are doing? Losing is the usual way for a game to tell you you are doing badly, but this is thrown out the window in games with a strong meta progression. I personally often end up assuming I just have to grind more, which isn't a great feeling. And then, when I succeed, it doesn't feel rewarding because I know I only succeeded because of the meta progression.

Having this meta progression as a crutch also stops you from engaging deeply with a game's mechanics. Not only can you continue playing badly and win eventually, it is also hard to build fundamentals on what is essentially moving ground. Is 100 damage good? Now maybe, but that might not be true soon enough. I've recently had this problem with Ball x Pit, for example. I didn't engage with any of the stats because they all changed so fast that I didn't see the point.

I'm mostly referring to progression that makes you more powerful. I still very much like sideways unlocks which can serve to ease players into the game or to bring more variety in as the game goes on. I think Megabonk handled this pretty well recently, for example. Does meta progression still feel rewarding to you?