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Very few forced mplayer games really really work well to avoid toxic communities. Deep Rock Galactic seems to be a magical game where everyone comes together. B
by Justsignedup 4y ago
Very few forced mplayer games really really work well to avoid toxic communities. Deep Rock Galactic seems to be a magical game where everyone comes together. But the reality is that most games end up with toxic people.
My fiance definitely prefers SPGs over mplayer, mainly because she never has to consider dealing with this BS or playing on someone else's time. And she gets sadder and sadder every time she is forced into some mplayer experience when she just wants to enjoy a game alone. And I can completely empathize.
- rickstanley 4y ago> Deep Rock Galactic seems to be a magical game where everyone comes together. Team Fortress 2 also comes to mind, what a beautiful community.
- joshstrange 4y ago> Deep Rock Galactic seems to be a magical game where everyone comes together. I do continue to see this mentioned on Reddit. I've got hundreds and hundreds of hours in DRG and it's all solo aside from literally 5-10 games I played with friends-only (but none of them play regularly). I'm so glad DRG support single player, gives you a bonus (Bosco), scales the game, and lets you pause. I'm glad the multiplayer is good, I'm happier that I don't have to deal with it at all if I don't want to. It's been really sad to see my favorite franchises slowly go online/multiplayer (Elder Scrolls/Fallout) and I constantly worry that the games I've been playing for over a decade (like Oblivion, Skyrim, FO3, FO:LV, FO4, ME1, ME2, ME3) are the last of their breed. For me even having multiplayer/online (more specifically, a recurring revenue stream) taints a game in the same way that IAP taints mobile games (with the exception of "remove ads", "full unlock", or "unlock level pack", if I see "500 gems" I run in the other direction). It skews incentives and ruins games. No matter how much you swear up one side and down the other that it doesn't, it's not true. PvZ 2+ was ruined by IAP and EA even went back and ruined PvZ 1 (even for people who bought it). "Where's The Water?" was also a great game that was littered with IAP in the second version, Angry Birds as well has fallen. It makes me incredibly mad and sad that there are so few good single player games and the ones that do exist aren't coming from AAA studios/big names. DRG is a good example, so is something like Factorio (which does have multiplayer, but don't monetize it). Cosmetic-only DLC/IAP seems to be pretty safe overall but I still worry how much longer it can last when assholes like the CEO of Unity thinks anyone not prioritizing monetization are "Fucking Idiots" (His "apology" is meaningless, he meant what he said and fully believes it). It just feels like we will never see something as pure, wonderful, and buggy :) as Skyrim again. Even that game has the shitty "Creation Club" or whatever they called it trying to monetize mods. ES:O/FO:76 are garbage compared to their predecessors. Indie games are great and seem to be the only place you see a real desire to create something fun, not just something that will print money, but I yearn for the kinds of games we just don't see from indies (again, ES/FO/ME to name a few I've loved, if you know of any like this please let me know). I desperately hope I'm wrong and we see a resurgence of games that try to be fun instead of casinos in disguise. Until then I'll keep playing my old games and the few indies that make me happy instead of feeling like a second job.
- incongruity 4y agoIAP ruins basically every app it touches, with the exceptions of the sort of functionality you mention. This goes far beyond games. I’m sure others have said it better but I miss the days of simple freemium models. IMHO, Paid upgrades are better than IAP or subscription models from a user perspective. Moreover, they encourage innovation rather than revenue stream cultivation. Out and out capitalism does not optimize for the value to the consumer - that is merely a constraint to be minimized in the name of cost control and revenue maximization, I would contend.
- ajg36 4y agoGreed ruins a lot of things, as does the notion that everything can be sacrificed for growth; the logical conclusion of quantity over quality is everything sucks.
- neilparikh 4y agoNintendo has mostly not fallen into this problem, at least on their consoles (their mobile games are a different story...). Some of them have paid DLC, but I haven't seen any Switch games with IAP or required multiplayer.
- dorchadas 4y agoI'm actually worried about the look of the new Fire Emblem announced yesterday. Looks like it's perfectly made to be gacha, collecting the old heroes. Hopefully I'm wrong, or if it's gatcha it's in-game only (.i. you can't pay for it), with DLC just adding more heroes. But I'm worried they're taking way too much from FE Heroes, which has, apparently, outsold the rest of the series combined.
- joshstrange 4y agoGod that's depressing. I haven't touched the new Fable game (that was in beta, I stopped following it after I saw what it was like) for the same reasons. I loved FE growing up but FE Heroes had zero interest for me.
- hnick 4y agoI've gone mostly single player as I got older. Even stuff like Monster Hunter World I will struggle against Behemoth instead of just teaming up. Other people are just added complexity I don't want to deal with. That said game design and moderation can help alleviate the toxicity. FFXIV is fairly decent for this, as raids tend to have zero setup so at worst you just waste time attempting them. Contrast with other MMOs where you have to earn entry or face significant costs to attempt, then more costs when you fail, that's understandably a recipe for toxicity even in a supposedly cooperative game.
- lelandfe 4y agoThey're technically not forced multiplayer (though they're intended to be played as such), but games like Journey and Death Stranding seem to show that limiting actual interaction between players can really foster positive qualities in people.
- Ruthalas 4y agoJourney goes to a lot of trouble both to make the 'matchmaking' entirely seamless, and to limit player interaction to constructive/team actions. They spent a lot of time tuning those mechanics with the stated intent of making multiplayer that was cooperative and positive. I think what they achieved is generally quite impressive.