4 ms·
I stopped playing mainstream video games last century when, after a 'quick network game of Starcraft and maybe a bit of Quake on a Friday afternoon at the end o
by mmjaa 8y ago
I stopped playing mainstream video games last century when, after a 'quick network game of Starcraft and maybe a bit of Quake on a Friday afternoon at the end of the work week', I emerged from the dungeon we'd made at work for the purpose, only to discover it was Sunday morning, and more than 24 hours had gone by since any of us had even thought about what we were doing.
That was my personal wake-up call. Now I only play MAME games that require, max, 10 or 15 minutes of investment .. and then I simply stop.
I sort of miss the arcades of the 80's, which didn't seem to really propagate this addiction as readily as the current madness does.
- synthmeat 8y agoFor me, deciding moment was announcement of World of Warcraft at the turn of the century. I knew that game was going to be everything I hoped for, and that it'd ruin me. Even though I haven't actually tried it out to see if it's any good, life of my many friends was, from a personal judgmental perspective, ruined by it.
- effingwewt 8y agoI had the exact same experience. I'd played a bunch of games online and some weak mmorpgs like Knight Online, so I knew without a doubt if I played Wow I was done for, as it would press every button I had. And after hearing from my friends how great it was and how much time they spent playing, my resolve not to ever touch it strengthened. To this day I've played many mmos and mmorpgs, but never Wow. How weird is the world we live in where games are actually mentally physically and psychologically DANGEROUS? Where rather than eagerly awaiting some new game we fear it? At least I'm not the only one, as selfish as that sentiment is. And sure the case can be made for personal willpower, and it's my own fault for being too weak to play it without becoming invested. But as others have pointed out these games are made to addict us. They are custom talored crack for the brain. I've seen so many friends lose jobs, friendships, all kinds of relationships... and I've seen the same with literal drugs such as alcohol, crack and heroin. I hate to advocate for regulation but we need at least some protections here because when a gaming company's bottom line depends on how much time we spend in a game you can be sure they are going to milk us for every second they can,for the most part.
- audunw 8y agoVery similar experience here. I played Anarchy Online in lower secondary school so much it started to affect my grades. I started upper secondary school at the same time as WoW came out, and even though everyone else in my class and my best friend was playing it, I decided to skip it. When I started university, I was renting a house with a guy who basically sat inside playing WoW all day, didn't socialize much (other than us and our friends at the house) and didn't study much at all. Meanwhile, for the first time, I started being social outside the world of computers. That year my grades took a hit from socializing and drinking instead, but I don't regret that. They recovered the next year and stayed good. WoW really felt like a big threshold for gaming to me. I'd seen the same problems with Anarchy Online and other games, but nothing was close to the scale of popularity and level of addiction that WoW had.
- nostrademons 8y agoArcades absolutely did promote addiction, they just sucked at it compared to today's games. In a classical arcade, you walk into a darkened room filled with animated CRTs and strange noises. They literally have blinders, designed to shut out your peripheral vision so the game is the only thing in your consciousness. When you die, you have 30 seconds to insert more coins and continue, otherwise you have to start all over from the beginning. Pretty much everything about this is designed to trigger your adrenalin-based threat-and-reward reflexes. If modern computer games are more addictive, it's only because they've figured out how to trigger even more powerful primal instincts. MMORPGs and MOBAs add a social aspect, and very often a cumulative acquisition aspect (experience, gold, credits, etc). Simulations and worldbuilders like SimCity, Minecraft & Factorio engage our higher brain centers like planning and optimization. Mobile & casual games have figured out how to squeeze gaming into even smaller timeslots within our lives. It's also interesting how gaming & gambling have converged. It used to be that a slot machine was a machine where you pulled a lever and tried to match up dials. Now you walk into a casino and it basically looks like an arcade, with lots of computerized gambling games on backlit LCD displays, while Internet games like CryptoKitties let you play & trade with real (well, fake) money.
- mmjaa 8y agoThe difference is, when you ran out of quarters, you were done. There was no further impulse to play for days and days. However in the modern era, once you start - there is nothing stopping you.
- KevanM 8y agoSome would say that using all your quarters is a symptom of the addiction.
- bitL 8y ago> they just sucked at it compared to today's games Games these days are far far more interesting than most movies, TV shows or other forms of entertainment. With photorealistic rendering coming combined with AR they might even override the need for exploratory travels outside pure relaxation stays (i.e. if you can visit Alaska/Antarctica/Japan/Petra/whatever with photorealistic graphics, would you really want to travel there? I guess you'd rather go to some beach or clubbing place to unwind instead)
- zer0faith 8y agoSomething similar happened to me...I stopped playing games when my girlfriend at the time cut the power breaker off to the computer room to stop my WOW binge. I had been playing for 36hrs straight.
- empath75 8y agoWhen Everquest came out I watched the gaming group I used to play Warcraft and other games with turn into depressing addicts basically overnight. I’ve never played an mmorpg just because of how terrible that was to watch.