Baffled By the Obsession With Pretend-Business Games
theodp writes "Newsweek's Daniel Lyons confesses to being mystified by all the people tending to their virtual farms and virtual pets on Facebook. Even stranger, he says, is their willingness to spend real money to buy virtual products, like pretend guns and fertilizer, to gain advantage in these Web-based games. Pretend products are a serious business, estimated to grow to $1.6B next year, and have captured the attention of economists and academics who view the virtual economy as a lab for modeling behavior in the real world. Still, Lyons can't help but question whether the kind of people who spend hours online taking care of imaginary pets are representative of the rest of the population. 'The data might be "perfect" and "complete,"' says Lyons, 'but the world from which it's gathered is anything but that.'"
I was more surprised by the title, and then summary disappointed me with Farmville and other crap. Where have the actual business games gone? We had titles like Capitalism II, all the different kinds of tycoon, simulators... Where are those now?
These games appeal to the 50th percentile. More "serious" video games require more time investment and interest, which is out of the realm of possibility for most normal folks.
The same reason is why we have so many bland US and Japanese brand sedans, and unexciting light fixtures, and bland music, and beige computers (less, these days though). By definition, there are more people in the 50th percentile, thus we will always have woefully average stuff.
I think this is an indicator that a lot of people would like to own/operate a business, and have an entrepreneurial spirit, but are too bogged by the realities of risk and especially legal burden to carry out their entrepreneurial instinct in real life. Imagine how many jobs we could create if people felt safe enough to be able to play these games in the real world.
You see? You see? Your stupid minds! Stupid! Stupid!
Last night I got drunk.
In my stupor, I decided to play a Korean MMORPG that consumed about 4 years of my life. I went through a cached version of the fansite forums. 300 posts by myself. Did I really type like that?
At any rate, I fired up the client and connected to a private server. Instantly, I felt my right wrist seizing up a bit... as if it was anticipating the pain from the click-fest (I broke several LMBs playing this game). I remembered how much this game sucked. The game is just a glorified treadmill. Getting to maxlevel (110) doesn't net you any special reward. It was really pointless.
What does this have to do with the current topic? The Social. The social aspect is the only reason I played for so long. It could have been a korean mmo game, it could have been a farm simulation, it could have been an online poker site, it could have been a tower defense game. It didn't matter. It was always about the social. Thats the only reason I played that stupid game for so long.
And that's why a lot of people on the social networking sites play those socially networked games. Not because they are economic simulators, but because everyone else plays them and it's a way to pass the time. Nothing too deep from my pov.
The people who play these games are, as a blogger recently put it, addicted to fake achievement. They want to fill the bar over and over again, level up, and unlock the next item.
It's really not that baffling. People like winning. The actual value of the "win" is often unimportant.
This is a shame that people have become so stupid as to purchase virtual pets and virtual things to get ahead in a role playing game. I have to say it, people need to get out more often. The fact that this has become a 1.6bn business is really, really sad. What ever happened to buying old cars and restoring them or going on bike rides or outdoor activites?
Adventure games went extinct because they are, to put it bluntly, a horrible game format. At each and every point of the game you're trying to guess how the adventure maker wants this puzzle to be solved. You (usually) can't use common sense, you (usually) can't use real-world problem-solving, you (never) can't use creativity; you simply have to guess what to do in order for the game to process.
Some of these new-fangled physics simulators might allow adventure games to become big again, but I suspect it'll take real strong AI that can model the results of unpredictable player actions in order to really happen. Then again, that shouldn't be more than a few years away...
Forget magic. Any technology distinguishable from divine power is insufficiently advanced.
But that's not the point. People were buying them anyway, and buying more boxes each year. There was no point at which the buyers rejected them.
There was a point where the _publishers_ rejected them, because bang per buck another genre offered comparable sales for a lot less buck. But that's not nearly the same issue.
Basically blaming their supposed loss of popularity on anything (low IQ, bad format, gameplay, etc) before establishing if such a loss of popularity actually existed (and, again, check out Sierra's own statements: it didn't exist) is simply what's called "tooth fairy science." You know, the kind where you build a whole theory about the tooth fairy, and which teeth are in higher demand, and whatnot, before you have any support or evidence for the existence of a tooth fairy at all.
A polar bear is a cartesian bear after a coordinate transform.