The New 'Red Dead Redemption' Reveals the Biggest Problem With Marquee Games Today: They're Boring as Hell. (theoutline.com)
An anonymous reader shares a column: Everything about "Red Dead Redemption 2" is big. The latest open-world western, released in October by Rockstar Games, constantly reminds you of this. It takes roughly 15 minutes for its bland everycowboy star, Arthur Morgan, to gallop across the 29-square-mile map. It has 200 species of animals, including grizzly bears, alligators, and a surprising number of birds. It takes about 45.5 hours to play through the main quest, and 150-plus hours to reach 100 percent completion. There are more than 50 weapons to choose from, such as a double-barreled shotgun and a rusty hatchet. It's big, big, big.
[...] On top of all the bigness, "Red Dead Redemption 2" is also incredibly dull. I've been playing it off and on since it was released, and I'm still waiting for it to get fun. I'm not alone in thinking so -- Mark Brown of Game Maker's Toolkit called it "quite boring" and Mashable said it's a "monumental disappointment." There are a glut of Reddit posts from people complaining about how slow the game feels, usually with a tone of extreme self-consciousness. Unless you're a real a**hole, it's not exactly fun to stray from popular consensus. Perhaps the general hesitancy to criticize the game is due to the fact that it's not technically bad. Its graphics and scale really are impressive. It is designed to please.
And yet "RDR2" seems to exemplify a certain kind of hollowness that's now standard among Triple-A titles. It's very big, with only tedium inside. Call it a Real World Game. The main problem with "RDR2" is that it's comprised almost entirely of tedious, mandatory chores. It always feels like it's stalling for time, trying to juke the number of hours it takes to complete it.
[...] On top of all the bigness, "Red Dead Redemption 2" is also incredibly dull. I've been playing it off and on since it was released, and I'm still waiting for it to get fun. I'm not alone in thinking so -- Mark Brown of Game Maker's Toolkit called it "quite boring" and Mashable said it's a "monumental disappointment." There are a glut of Reddit posts from people complaining about how slow the game feels, usually with a tone of extreme self-consciousness. Unless you're a real a**hole, it's not exactly fun to stray from popular consensus. Perhaps the general hesitancy to criticize the game is due to the fact that it's not technically bad. Its graphics and scale really are impressive. It is designed to please.
And yet "RDR2" seems to exemplify a certain kind of hollowness that's now standard among Triple-A titles. It's very big, with only tedium inside. Call it a Real World Game. The main problem with "RDR2" is that it's comprised almost entirely of tedious, mandatory chores. It always feels like it's stalling for time, trying to juke the number of hours it takes to complete it.
I played several hours of the single player and I agree it's pretty slow. Online however is a blast. Needs work but I've really enjoyed it.
even the positive ones said the same thing: It's a great experience but a lousy game.
This is the problem with "Live Services". Because the game has to go on forever with an endless loop chock full of microtransactions and loot boxes nothing substantial or interesting can happen in the game. Even Destiny 2 with it's instance dungeons fell victim to that.
The consoles still have 2 or 3 decent single player releases a year so there's that. But they're only there to move consoles. If we ever get the "ever-console" that streams the games then we'll lose that too.
What I don't get is these kids who pay real money for crap in game. Guess I'm just too old, but it ruins the experience to have a store front in my face non-stop. Even when I was at the arcades as a kid I didn't have that. Once the quarters dropped the game was a game (Double Dragon 3 not withstanding). Pac-man didn't distract me with a power pellets store and I couldn't buy armor for my flying ostrich in Joust.
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... CEO's realized the way to expand the market and recoup development costs was to make movies and not games. This trend towards making the game a movie pushed aside gameplay beginning around 2000 with the jump of PC devs to console as PC games were getting costly to develop due to 3D cards making dev costs explode and greener pastures on a locked down platform with less technically informed population.
Now that the market has expanded to the bottom half of the bell curve we get shit games and mind blowing levels of stupidity like mmo's, drm, steam, etc. The internet brought the stupid masses online and being stupid didn't withhold their bucks from game companies stealing games out from under them which is why videogames are in such a dystopic state. The average gamer is a fucking mouthbreather. It began with ultina online, everquest and wow back in the late 90's to early 2000's as big videogame companies started stealing games and calling it drm. Up until around 2000 we got complete games both muli+ single player to run on our local machines. The internet has enabled the biggest theft and destruction of videogame culture in all of human history thanks to the ignorant masses getting internet. To think the internet would unleash the PC game nerds worst fears from the 90's... and now even windows 10 has drm in it. A giant wtf to how fucking stupid our species is.
The reality is now most gamers hate actual gameplay and you have hack devs who are also part of the 'new generation' of gamers with shit taste and it is reflected in the games they make. We went from complex games like Civilization, Starcraft 1, Quake 3 /w mods, UT2004 to microtransaction ridden garbage with diablo 3 and SC2 held hostage on the other side of the internet with always online drm where you can't run the game fucking completely stand alone. Shit sucks.
"It takes roughly 15 minutes for its bland everycowboy star, Arthur Morgan, to gallop across the 29-square-mile map."
Apparently the author is new to modern RPGS
A) Relative to other modern RPGs, that's not very much at all
B) The game has fast travel
Everything else in the review just makes me think "Well, maybe you need to accept that big open world RPGs are not for you".
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Is the surging rates of adult ADHD in western society.
Older games, had better "playmaking" , which is the act of actually feeling in control not the other way around. Granted new games "graphics" have went up , and with the advent of the internet , and multiplayer some things have improved. But ultimately, Desitny , the top game now, requires so much work, you need to put in at least 40 hours a week to get all the perks. Sports games can leave you in debt, thanks to EA sports and collecting "cards" and players to use on your ultimate team. Its a mess, just choose wisely
And you play the role of a cowboy and everything in the old west just kinda moseyed on. Apparently if you can get into it and move at the game's pace it is a fantastic immersive experience if you can't it is complete shit.
Looking at the articles by the author he's not a games 'journalist' (and very few of the people calling themselves game journalists have a clue how to actually be a journalist), so I'm not sure why I should care what he thinks about RDR2 (BTW I have not bought/played the game, so I don't have a dog in the fight myself). If this was an article of cultural or artistic aspects of the game he might be a bit more qualified in his opinion, but to someone who is not specifically interested in this genre of games of course this is going to be boring.
Imagine trying to get Johnny who's only game experience is CS:GO to play Civilization. He might take an interest, but I'm going to bet he's going to think you're torturing him by making him play a slow/boring game.
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If you think riding across the map is boring, don't do it. Use fast travel, or use it as an indicator it's not a game you find enjoyable.
We don't say there's a terrible problem in books today when someone who likes mysteries does not find an autobiography interesting.
An open-world RPG is going to have certain game elements, no matter what the setting. Like repetitive "chores", and a slow pace. If you don't like those elements in your video game, don't play an open-world RPG.
It's not like RDR1 was a frantic experience, so you should know this going in to RDR2.
I found the gameplay to be ok, what made it feel slow at times was how ponderous and slow the character is. Yes that's how people are in real life, but people in real life aren't trying to serve up entertainment.
We started judging games by the hours it takes to play through them, is it any kind of wonder that game studios try to maximize the hours it takes to play through them?
The problem is that many modern games have zero replay value. After you've seen the game and its story once, there is very little incentive to do it again. You already know how it unfolds. If you're the achiever type you can try to slaughter a billion (insert animal here) or find all hidden masks of Ujawuja in the cave but for the normal, non-OCD player, being done with the story means being done with the game.
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on the multiplayer. Its a complete garbage fire of griefers and no content.
older games needed hard penalties so you didn't blow through them in an afternoon. When I was a kid I could make it through Shinobi on the Master System in an hour flat.
Good Modern games have a ton of content, so they don't need lives to keep you from blowing through the game. Bad modern games, OTOH, don't have much to do, so they substitute grinding.
In the old days the goal was to keep the game out of the used bins (and before that to keep your parents from getting made when you asked for a new game in less than a day). Nowadays the goal is "engagement". To keep you playing so they can sell you more crap. That'd be fine if the crap was more gameplay, but these days it's skins and minor stat tweaks.
What I hate about modern games is how the constant nagging for microtransactions reminds me of the real world. I play games to unwind after a long day. It's an escape. Nothing drags me back faster than a frickin' advert and a reminder about real money in the real world.
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I once played a game that traced 'hours spent logged in' When I hit 1 year I started thinking...
What else could I have done, learned, experienced, read with that time in my life. I quite gaming and have been much happier ever since.
Games are meant to entertain us, so amuse us and to be a way to expend 'free time'.
But what do you have when you are done. Why not write story, a poem , go explore you city for an hour, read any of the many classic books out there , spend time discussing thing on line or even with real people. Pray or meditate , or excise.
Unless you games are developing a useful skill or helping you to grow closer in relationship to others by sharing a common experience. You are wasting your time.
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The author of this has never played classic games like Ultima, maybe Baldur's Gate fits in here... certainly early Final Fantasy. This style of game play to make the game longer by having a level grind, or early attempts at karma systems, or intentionally difficult encounters to progress forced swaths of empty exploration and mundane repetition in order to get ready for the next stage of challenge. Whether you approach that challenge over powered, or if you took it on as you felt "just ready" was a matter of how long you ran around performing the grind.
This isn't new, and a super disappointing read to realize that the person can somehow pump so many words in order to just say "Meh, it wasn't the style of game for me, but your mileage may vary depending on tastes."
i rather play GTA5 if i want an exciting FPS game, and it has cars and motorcycles, and a train you can hop on, airplanes and helicopters, and a tank if you can get in to the army base and steal it without getting killed
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I've been baffled by the chores aspect since The Sims was around simulating people washing dishes. Some games I quickly dropped since I was spending time sharpening my weapon or some other tedium. I have enough chores in real life to do, why on earth would I spend my precious free time doing simulated chores?
/. some time ago about all the games catering to the small percentage of players who were addictive types who would spend all their money on in-game purchases, and the designers didn't care much about the other 95% of players who log in for an hour or two a week to shoot some stuff.
I suspect it has to do with the way these games make money nowadays. There was an article linked on
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Open worlds are awesome and initially give you a sense of immersion, but that enjoyment wans fairly quickly if you aren't kept "on a rail" and given a lengthy/meaningful mission to fulfill. This is something that the VR game "Lone Echo" really pulls off nicely. There was never a moment of dullness for me in this game and I _wanted_ to push forward for the thrill of what I would see/do next; I could still do a bit of free exploration, but you were still mostly guided/curated along a desired path.
Even back in 1988 we had game with multiple save, case in point ultima 5. In fact at some point consolisation of the game market partially made us go backward by removing multiple save and adding checkpoint late 90ies early 00ies. But yes we are not spoiled with modern game if anything we are going back to where we were on pc market back early 1990. To go back to the state you are speaking of we have to go back late 70ies or early 80ies. If you remove the pink glasses you will realize that actualy the system you describe were more inconvenience than fun.
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After I beat the game I spent hours working on a ranch as John Marston, building fences, milking cows and shoveling the barn.
The RDR2 story was great outside the mundane tasks in the game. I didn't agree with the death of Arthor Morgan though, I grew to like his character.
I find that a common theme in games release in the last decade or so.
I'm a gamer. Not addicted but I've clocked in enough gaming hours and enough different games that it's really hard to surprise me anymore. And somehow, games used to be more fun. For a long while I attributed that to the stupid payment models. Pay2Win, DLCs, subscriptions, whatever, they all require game designers to change the gameplay away from maximum fun to maximum profitability. When you bought a game and that was it, the game could focus entirely on giving you a good time, because that's what you'd tell your friends and they would then buy it. Now, just keeping you engaged for longer maximizes profit (subscriptions) or dangling carrots in front of you does (pay2win) or intentionally making you lose just barely, or making you feel that you almost accomplished that (despite you were far...) or any number of hundreds of tricks they now put into these games.
I've been a game designer in the past (hobby, not commercial, though I'm proud to say that my longest running browser game turns 20 soon and the gods only know what happens when it starts drinking). So I know a lot of how to make a game and maybe spot more of this stuff than pure consumers. And I've stopped playing games because it was just darn obvious that they are manipulating my gameplay and skill didn't matter. You would always just barely win or just barely loose no matter if you played shitty or brilliant, for example. Sure, you would win or lose, but the game would always make it feel close even when it should've been.
But recently, even games that have no pay2win or DLC elements and aren't subscriptions have begun to use the same methods. Maybe the designers just became too used to them?
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I have this saying about games. Sometimes, making things more realistic is not making things more fun. In fact, this is usually the case. "Realistic Graphics" I have the real world for that. "Realistic Game play" well, I guess I could go do some real life chores. It would probably be more fun. Other things in games never really approach realism enough to be worthwhile, for instance, ridding a horse, or navigating an obstical course can be made in games, something super tedious, that you wonder why you decided to go to it in a video game, rather than actually do it in real life. In my open world game Wograld, we strive to avoid realism and anything that approaches it to closely as well as things that end up significantly less fun and more pointless than the actual experience.
The cost of putting together a story is no where near a deciding factor. After all RDR2 has a bigger budget than most (all?) Marvel movies. But then it's single player. If it's single player, it's harder to fit microtransactions in (also, if it's too fun to get the items in game, it's hard to fit microtransactions in). It's also impossible to turn off the servers to force upgrades to RDR3 (or GTA6). It's harder to generate a community, which means its harder to show franchise-ness to accountants. There are lots of business reasons why multiplayer is better, but none of them have to do with cost.
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Huh? I'm actually kind of a regular player of Overwatch, and all I've found is that after an initial feeling I was "underwhelmed", I started getting the hang of it and got sucked in.
The thing with Overwatch is, a lot of the game really hinges on you practicing and getting good at using each character's unique attributes, but always in the context of how they complement other players on your team (or work against the enemy character(s) you're up against in a given match).
You can get really far in the game just getting good at playing one particular character, BUT there are certain competitive maps where that character is far less than ideal, and times where he/she will just be ineffective because of the character choices the rest of your team made.
Even with all the hours I've put into playing Overwatch now, I'd say I really only "mastered" a few of the characters. Reinhardt is my "main" who I feel most comfortable playing. But every so often, I go up against a team that just has a playing-style that destroys him. You have to carefully chose a different character when that starts happening, to counter the situation.
And what I find even more interesting in Overwatch is the whole dynamic of playing with team-mates who have their OWN notions of how you should be playing your character. Some people will insist, for example, that my Reinhardt needs to concentrate on shielding one or two other characters from taking damage. (That's often a great strategy when someone is playing Bastion and in the gun turret mode, blasting away.) But I generally find him effective when I play with a really aggressive, "Charge in and go crazy, swinging the hammer at everyone!" method. Sure, he's gonna die a lot like that and someone playing a "healer" character will often get irate that "I can't heal you if you keep doing that!!" But I've often cleared a point of 4 or 5 people, just when doing that turned the tide of a match, too.
My laughter loves RDR2. The open world tedium immerses her and makes her very happy.
For her, it's an escape from the day to day. She doesn't need or want constant adrenaline from this game. She wants to be in it. When she does want Adrenaline she plays Overwatch.
My favorite game is an excruciatingly tedious open world first person shooter, Arma 3. It's not uncommon for a death in a Zeus match to respawn me on the opposite side of the island, a 20 minute boat ride away from my squad. It makes me much more situationally aware, and is one of the reasons I love the game.
e.g. few couldn't be mastered with enough skill. Most games rewarded skill with more play per quarter. This was fine because to get to that skill level you'd invested heavily in the game. As much or more as a console game. But those games understood value.
To be fair they had a _lot_ more competition too. There are very few AAA publishers left. Activision, EA, Sony, Capcom, Ubisoft, Bethesday and Square are about it (might include Gearbox in that). That's 8 companies. There were dozens back in the arcade heydays.
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There were neat little nooks and crannies all over the map. Never went 30 minutes without doing anything unless you did it on purpose.
I think the author's point is that a lot of these open worlds are kind of empty. Saying "Well, the designers meant to invoke the loneliness of the old west" is all well and good, but while that imagery might make for good cinema it makes for dull as paint drying games...
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but they aren't AAA games. They can't be, they don't have the money. It's a different experience. Like comparing a big budget Hollywood block buster to a cheap slasher flick. Both are fun, but for different reasons, and I liked it when I had both.
Also there's not a lot of AA games left. There's Obsidian, but Microsoft just bought them and who knows what'll happen. Most of the AA Japanese devs are gone (even Konami dropped out except for PES).
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It takes a great story to make a good game. Playing a video game should feel like reading a good book and being a part of the story. It's difficult to come across games which feel like that these days. And it's not because creators are running out of ideas. There are always great literate minds willing to write incredibly engaging content. But guess what? Perfection requires thorough planning, attention to detail and, most importantly time. Something that many companies are entirely not comfortable with. Just impose an impossible deadlines, make the team crunch 24/7 at the price of creativity and then deliver a moderate quality product with microtransactions. Deadlines met? Check. Money flowing? Check. Experience is shit? Who cares.
If we are talking, mainly, about RPGs then even the classics have plenty of problems. Remember all the micro-managing of inventory we had to do? That's still a kind of tedium (unless you like OCD micro-managing, I guess), but at least the content was usually great. There was very little "grinding" or "mindless fetch questing". You might have to spend some time doing some not-very-fun-things, but the rest of the time you felt engaged by the quests and characters. There was kind of a point where everything came together and the future looked really bright, right around the DAO and FO3 period. Pretty much everything you did felt important, the worlds were big enough, micro-managing of inventory and loot was reduced to sane levels, and there was very little mindless questing. Characters, environment and story all felt compelling.
Then came a very fast big slide towards tedium again. The worlds got bigger, but instead of filling them with a few more compelling quests and characters we got shit like "radiant quests" and crap like collecting bottles in DAO-A, or endless time spend modding weapons in FNV, all of which just distracts from the story, characters, setting, and fun (again, unless you actually like really boring stuff, then I guess those things are for you. If that's the case, I have TON of RL routine daily shit you can do for me that I don't like doing. I would be glad to turn over all my RL tedium to someone who would enjoy it!) Even games that are overall pretty darn good (Witcher 3?) were designed by people who spent time filling the worlds with endless, mindless, tedium rather than simply adding a handful of additional real characters and quests. I remember DAI well. I would have happily traded every single stupid mindless collect-shit quest for one more good NPC and one more really engaging quest.
but I enjoy it immensely. I already played through it once, and am 30% through it a second time, trying to finish everything I can before the epilogue. It's definitely not as mundane as collecting 900 korok seeds. :)
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Obligatory SMBC. It's interesting that people can be persuaded to undergo all kinds of ridiculous virtual drudgery because it matches their schedules of operant conditioning reinforcement better than other ultimately more satisfying ways to spend those hundreds of hours. Like so many white rats.
RDR1 was pretty "slow paced", and so is RDR2. I liked RDR1 the way it was, and I like RDR2. If the author does not like games of that type, he could have known before and not bought it.
Anybody who appreciates a well-designed & clean interface, and exact controls that do what you want, when you want, and align things with an almost-prescient clarity.
It's AutoCAD "align this node precisely to the virtual guideline extending from that object, then create 24 clones and distribute them evenly around this curve" mentality vs PhotoShop "drag things around and feel creative" mentality.
Doing this in a story-heavy environment with a landscape that actually makes sense (like, say, it doesn't have a desert right next to a jungle) is not only tricky, it's near impossible. Mods will kill you any and all stories you might want to pack into the game. Either that or they render it ridiculous, break the 4th wall or are simply very tacky. Procedural world generation usually ends in worlds that look like they have been slapped together from a few predefined stock rooms. Either that or the sudden change in altitude leaves you with areas that are inaccessible, and with a hint of luck there's the all-important quest NPC right where you can't get due to faulty layout.
In the end, these games don't change at all. Just because you put the quest NPC in a different location does not change the quest. And so far I have not seen a game that can procedurally generate a (sensible) story that unfolds as you play the game.
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