I’ve held a similar opinion for a long time now, but not from an anti-game perspective; enjoyment is simply an overloaded term, and trivial to hack (want to make a nearly any mediocre game enjoyable? Play it with friends.) It often just amounts to “I was content to lose N hours into it”, which on its own is a pretty worthless statement (and if its the only statement, a pretty damning one).
Games are often treated as, and judged as, timesinks. A good game is simply a good timesink. A good timesink makes use of addictive/gambling mechanics. And most games rely heavily on them (sometimes unintentionally; this is likely less true the closer you get to today).
But in my opinion games can be a lot more interesting than that, and “enjoyable” is a crass description of it. For example, I probably put over 2000 hours into league of legends when I was younger, but those hours were mostly a waste. Back then, I described it as enjoyable. Now I realize I never cared about LoL, I just had my social life there. The game was never actually good, and what little I actually think of it is only about the human components (and a little about how not to design a competitive game). The 15 hours I put into star control 2 were far more valuable (if only because it informed me how little, if not backwards, we progressed from it to mass effect, in terms of game design).
I have a negative opinion on games, but its because I like them. Most games are shit, and the industry has mostly been getting worse over time.
Also out of your three, I know you were referring to “complex games with storylines” as the “good” type, but taking a random lottery, multiplayer games are the only ones with any reasonable hope of actually being interesting, mostly by accident. Most “complex games” are completely superficial; multiplayer games naturally bring depth by “cheating” — the humans bring 90% of it.
But I like games. Theoretically. Sometimes, in practice.
> little about how not to design a competitive game
I’d love to hear more about this, although I guess it’s a bit off topic... I played LoL for a while, but never too obsessively or heavily. It was mainly an activity to share with some coworkers so I suppose, like you say, it wasn’t so much about the game itself. I certainly didn’t play it competitively, so maybe that’s why I don’t see it as bad as you make it sound. (I also hear it’s got worse and more lootbox greedy. I last played it circa 2014).
One set of “complex” non-multiplayer (at least, 90% of the time I played single player) games that I do, personally, find incredibly interesting on a multitude of levels are the FROM SOFTWARE games. Even ignoring the difficulty (although I really do enjoy the challenge — or more accurately, when I eventually overcome it), I love the world building, the characters, the intricate level design, the deep but vague and mostly environmental storytelling, the rich implied but often left open to interpretation lore, the aesthetics and the voice acting of Demons’ Souls, Dark Souls, Bloodborne and in the past two weeks, Sekiro. I could (and have done) play nothing but one of these games for months and still find them interesting. Few they games manage this, for me, though.
>I’d love to hear more about this, although I guess it’s a bit off topic...
I'm not sure HN is the place to discuss such things, and I'm not sure even that interesting – the major gripes are mostly obvious, but fundamental; eg reliance on champion-global external systems like summoner spells, runes and whatever they call their current system, which all make it extremely difficult to balance things locally. They've been consistently getting better at it. Lootboxes that is, not game design.
>find incredibly interesting on a multitude of levels are the FROM SOFTWARE games.
FROM is an interesting company, because they were never meant to be popular. They were happy wiling away in their obscurity, constantly iterating on the same niche games (King's Field, Armored Core, etc), until DeS became an accidental hit; I'm not sure the popularity was good for them – the games are misunderstood as simply "difficult" (typically compared to "arcade difficult", but they're not; they're punishing, they trick you, and require a minimal degree of patience that can be found in almost no other modern game, but they eventually push you towards success. Arcade difficult is a vastly different beast, asking for pixel-perfect input, few if any alternative strategies, repetitive play and exceptional punishment to wring those juicy quarters out of you), and that moniker apparently confused From's weaker teams, leading to the mess of DaS 2/3. Annoyingly, their Souls success seems to eaten Armored Core's lunch too.
Probably the most amazing thing about FROM is that they actually learn from their previous work. You can look at King's Field -> DaS lineage and see actual, consistent improvement. Even when they sidestep into Bloodborne and Sekiro, they manage to take lessons with them (and make new mistakes).
But yeah, the industry has its companies and its auteurs. Platinum, Grasshopper Studio, From Software, Clover, iD, Blizzard North, Sid Meier, Kojima, Carmack, Ford & Reichie, Tarn/Zach Adams, (From & Nintendo's) Miyazaki, Mikami, etc. And you'll consistently find interesting output from them, and games worth their salt (Carmack is a bit funny because he doesn't really give a shit about games, his stuff is always technically interesting, and sometimes game-interesting).
But the annoying thing is that that you can take probably 90% of games today, and find something that did the same thing better 20 years ago. Hell, I'm beginning to doubt most game designers are even aware games existed before 2000.
The only thing we're making any real progress on is graphics.. and thats just towards realism. We've lost a lot in style. I mean hell, it's difficult to find games where player interaction is even a base concept of its design, and thats the primary thing games introduce as a medium!
Ah, yes, I agree with that at all. You can feel how hard the balancing is from how they kept changing the existing characters, basically, trial-and-error balancing.
> leading to the mess of DaS 2/3
DaS 2 is a good game, if taken on its own merit. Its just that compared to DaS 1, it was a step backwards (certainly in terms of world and level design). DaS 3 I really like. It has a lot of missed opportunities in terms of the world and the world is less interesting because of it (I also largely feel that being able to bonfire teleport from the start is to blame -- in the first one, no teleport, connected level design and scattered merchants meant you had to learn the level layout because you would travel through it a lot), but overall, its a lot more refined than the earlier games in terms of mechanics and controls and the game itself was pretty good. At least, I don't call it a mess. I do like DaS 1 and BB more (maybe even DeS too), but I don't dislike it at all. I do wish for an Armoured Core game though (and Tenchu, although Sekiro scratches that itch for now).
I don't fully agree that the only real progress is in graphics. Yes, there are many uninspired games out now, but there is plenty of progress being made, in my opinion, outside of graphics, certainly in things like branching storylines and just in general games are mechanically more refined (camera and controls of 3D games are now a solved thing, back in the early days of 3D, both were terrible) and certainly if you look beyond the AAA games, there's a lot of creativity (story, gameplay mechanics). But even the shiney graphically fancy 3D games like God of War managed to pull together an experience that is more than just graphics. However, I do agree that many less-inspired AAA titles focus on visuals at the expense of everything else still, I just think there are enough alternative options that I can ignore those games without missing anything and still having more games to play than I have time for.
> it's difficult to find games where player interaction is even a base concept of its design, and thats the primary thing games introduce as a medium!
Agreed, too many games really do suck at this and I agree that this is where games could (eventually will, IMHO) shine compared to other types of entertainment, but they're certainly not there yet.
Games are often treated as, and judged as, timesinks. A good game is simply a good timesink. A good timesink makes use of addictive/gambling mechanics. And most games rely heavily on them (sometimes unintentionally; this is likely less true the closer you get to today).
But in my opinion games can be a lot more interesting than that, and “enjoyable” is a crass description of it. For example, I probably put over 2000 hours into league of legends when I was younger, but those hours were mostly a waste. Back then, I described it as enjoyable. Now I realize I never cared about LoL, I just had my social life there. The game was never actually good, and what little I actually think of it is only about the human components (and a little about how not to design a competitive game). The 15 hours I put into star control 2 were far more valuable (if only because it informed me how little, if not backwards, we progressed from it to mass effect, in terms of game design).
I have a negative opinion on games, but its because I like them. Most games are shit, and the industry has mostly been getting worse over time.
Also out of your three, I know you were referring to “complex games with storylines” as the “good” type, but taking a random lottery, multiplayer games are the only ones with any reasonable hope of actually being interesting, mostly by accident. Most “complex games” are completely superficial; multiplayer games naturally bring depth by “cheating” — the humans bring 90% of it.
But I like games. Theoretically. Sometimes, in practice.