this post was submitted on 22 Jan 2025
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Greentext

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This is a place to share greentexts and witness the confounding life of Anon. If you're new to the Greentext community, think of it as a sort of zoo with Anon as the main attraction.

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[–] gratux@lemmy.blahaj.zone 59 points 1 day ago (1 children)

streamlining

you mean instead of playing the game, i could pay you to not play the game i'm playing instead?

sign me up

[–] Buddahriffic@lemmy.world 11 points 1 day ago (1 children)

I have this same mindset and it's great because it results in 0 temptation to spend money on game progression or items. If I'm playing a game where it feels like spending money like that is the only way to have fun with it, I just drop the game.

Actually, I don't even really bother with any games that I understand to have p2w aspects or any mtx that aren't just cosmetic.

[–] UnderpantsWeevil@lemmy.world 7 points 1 day ago (1 children)

If I’m playing a game where it feels like spending money like that is the only way to have fun with it, I just drop the game.

A big part of the "hook" in GACHA and other whale-hunting games is the initial hook of a fun and engaging setup. Genshin Impact and Sword of Convallaria both stick out to me as initially very fun and captivating games. They draw you in with the cut scenes and ramp up the curve like a normal open world JRPG.

But the longer you play, the more you start tripping over resource requirements and timers on abilities and the need to do "daily" activities that involve logging on every day. All of this is fun in the early cycles but feels more and more like work by the later stages of the game. Dungeons start looking more and more basic - big empty rooms with a bunch of respawns in the center. Fights feel more contingent on having a bigger number than any kind of strategy or skill.

If you've played older traditional JRPGs before, it'll start feeling weird because you know you should be expecting the game to pick up towards a dramatic conclusion after 100 hours of play. But these games just... go on forever. There's no payoff. You get tired and bored and you leave.

But if you haven't played older traditional JRPGs, you're just falling into this skinner box of induced anxiety. The game becomes habit-forming. The induced reflex to trigger a feature or use a power that's increasingly paywalled encourages you to open your (parent's) wallet.

Actually, I don’t even really bother with any games that I understand to have p2w aspects or any mtx that aren’t just cosmetic.

There's a networking effect to a lot of these games. Up front, you're strongly encouraged to get your friends to join in. And friends playing a game together can have enormous staying power. I know people who have been running the same D&D game for 20 years (literally the same characters and world, going on into the level 200+ range as they just crank those numbers higher). I know a couple that's been doing WoW for their entire relationship - they started playing when they started dating and now they've got their ten-year-old son along for the ride.

I think part of what gives these games staying power is that they don't require you to empty your savings account to participate. But I think its naive to discount the addictive power of a community space you're comfortable socializing in.

These places are predatory. I can't discount them just because I'm not one of the ones that got eaten.

[–] Buddahriffic@lemmy.world 3 points 1 day ago

Agreed, I'm hoping to impart my mindset on my daughter so she recognizes the trap before spending money on it. The games use an exponential growth curve, which means you can spend some money to be dominant for a little while, but the enemies will always catch up because that's what it's designed to do. So any power purchase is temporary and will set you up to feel like you need to spend even more to "keep" the "investment" you've already made.

Which also makes quitting harder because quitting entirely is admitting whatever money was spent on in game shit was wasted. It's just sunk cost fallacy and there really should be regulation on shit like that.

And, to add insult to injury, the people running the game can decide at any point that it's not worth running anymore and just shut it all down, leaving players that wasted tons of money with nothing.

I prefer subscriptions over that and still to this day don't mind that I spent a lot of money on my wow subscription because I knew what I was paying for.

[–] And009@lemmynsfw.com 82 points 1 day ago

For the love of God Gen Z is gonna kill us with sighs

[–] TachyonTele@lemm.ee 68 points 1 day ago (6 children)

Nintendo is way ahead of these guys. The last few mario games let you pick a character that can't be hurt or killed. And if that's too hard for you, they'll even show you exactly how to play the level.

[–] WolfLink@sh.itjust.works 39 points 1 day ago (2 children)

Mario Wonder both had a “baby mode” mechanic and yet also had some genuinely interesting and challenging levels.

Celeste is extremely difficult yet also has a baby mode feature.

Many games have a “tell me a story” difficulty level which is more or less the same idea.

Games having an easy difficulty without detracting from the game’s main challenge and balance is not a problem IMO.

[–] samus12345@lemm.ee 4 points 23 hours ago

Don't tell Soulslike players that. They think that even the slightest concession to accessibility makes the game unplayable garbage, even if you choose not to use it.

[–] Jesus_666@lemmy.world 5 points 1 day ago

The real problem with the "improved" SMB from the post is not that it has ways of making the game easier, it's that the "fixes" amount to a microtransaction hellhole, complete with intrusive prompts.

I'm all for games with configurable difficulty. Nobody thinks less of Doom for having difficulty settings. But everybody does think less of games that pair frustrating mechanics (like difficulty spikes or countdown timers) with bypass MTX.

To use the default controversial genre, I think that a soulslike with difficulty settings would work just fine. But a soulslike where your healing flask only restores one charge every ten minutes unless you buy more charges from the store (but store-bought ones can exceed the normal maximum) or where game-breakingly OP equipment is available as MTX would not go over well.

[–] TheTechnician27@lemmy.world 56 points 1 day ago (2 children)

I can at least support baby mode for, like, extremely small kids and maybe co-op with that one person who's never touched a video game in their life but wants to play along with the other three. You know, the kids are over at grandpa's, and he wants to feel like he's playing and having fun with them instead of just setting and forgetting them on the magic dopamine box, but he's no good at it, so he takes the invincible character. I think that's reasonable, inclusive game design.

What I take issue with is when baby mode drags down the difficulty of the rest of the game modes. For example, you as a game designer benchmark "normal mode" against "being literally invulnerable", and so you now have to play hard mode to even vaguely feel any sort of tension.

That is just bad game design, and nothing inherently to do with having easier modes. There is a long, long, history of games having easy modes, and still being some of the most challenging games made, when you select the harder ones.

[–] TachyonTele@lemm.ee 18 points 1 day ago (1 children)

I agree completely. Idk why they do it. They got filthy rich off kids 5-10 playing the shit out of NES games.

[–] PhilipTheBucket@ponder.cat 21 points 1 day ago* (last edited 1 day ago) (4 children)

The way it works is this: The people catch hold of something, and make magic. It makes a ton of money, because people can recognize magic. Then other people with investment money get involved. Gradually, the magic oriented people are outnumbered, the fun of their average working day declines, and they leave or simply get shouldered into some niche somewhere by the unimaginable torrent of motivated people who have something else on their mind.

No one involved in Mario, Zelda, Metroid, or Contra has been anywhere near the design team at Nintendo for decades. These guys own the rights to call it "Mario," but if they weren't making games where you can turn Mario into an elephant, they could be just as happy making sweat pants with writing on the ass. And the magic is off somewhere else, doing its thing.

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[–] driving_crooner@lemmy.eco.br 9 points 1 day ago (1 children)

It would be like 1us for 500 coins, and a pack of 5 life-up mushrooms for 450 coins.

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[–] abbadon420@lemm.ee 33 points 1 day ago (2 children)

Green Mario and Metroid

I'm triggered!!

[–] lIlIllIlIIIllIlIlII@lemmy.zip 1 points 20 hours ago

But no Zelda with Epona.

I'm just imagining a metroid coming down to suck the life out of Bowser

[–] SaharaMaleikuhm@feddit.org 9 points 1 day ago (1 children)

It's okay not to like Super Mario. You don't need to try and "fix" it.

[–] twice_hatch@midwest.social 7 points 1 day ago

I think it was a joke

[–] BeigeAgenda@lemmy.ca 16 points 1 day ago (3 children)

Recently I re-played Wario Land: Super Mario Land 3 on an emulator and did not feel ashamed by making save points everywhere to avoid re-playing the levels, I had time for that as a kid.

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[–] corsicanguppy@lemmy.ca 6 points 1 day ago

Do we at least get a participation medal, or can we buy one?

What other costly mistakes can we buy ourselves out of?

[–] tigeruppercut@lemmy.zip 10 points 1 day ago (1 children)
[–] twice_hatch@midwest.social 6 points 1 day ago (2 children)

What if Metroid and Zelda were girls

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[–] Makeshift@sh.itjust.works 13 points 1 day ago

Thanks I hate it

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