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Gamers need more choices to scale game experiences

DontJudgeMyADD

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<my 2¢>

I've been gaming for enough years to transition through several stages in my life where I have varying time available or vacillating interest in particular game genres.

 

Old school JRPGs were my go to games in periods of my life with ample time. Devoting 60+ hours per RPG game was the price of admission and grinding through some levels was just how it was. The grind was unavoidable but I had the time and enjoyed the journey as well as the destination.

 

More recently, I can squeeze in a few hours in between work, parenting, and social life, but picking up a 60+hr title can occupy close to two months of gaming for me. Consequently, I find myself drawn to closed worlds or linear tracks where I know I'll come out of a 15 hour experience having experienced the story and a fair quantity of game play.

 

In the context of a game I purchase for a fixed price it seems to me we're at a stage in game development where the player should have the freedom to avoid grinding or skip all fetch quests and not be hindered in advancing through the game. Multi-player games presumably should start with a level playing field, but even there we've seen double XP bonuses and myriad of "pay-to-win" (or at least "pay-to-save-time") mechanisms where for some cash, you can save time and advanced more quickly.

 

These mechanisms and many more within the creative vision of developers I think would broaden the fan base of many games by letting is control or scale some of the aspects of games. The rate experience is earned, gore level, AI tenacity, quantity/quality of loot dropped, travel speed, random encounter rate, and countless other game variables could all be sliders at the users control so we can scale aspects of the experience to suit our individual interests closer. Game statistics could even be captured showing the modifications people most preferred using and can be taken into account for future games.

 

Naturally, the defaults would be the game as the developers originally envisioned, and I'd be fine with turning all/some of the trophies/achievements off for games once you start messing with some game systems.

 

The long story in short is that I think we're at a development stage where allowing the user to scale aspects of the game would not be very difficult to implement and may open or enhance the experience for many gamers. I, for one, could go from 2-3 RPGs a year to 6-7. And, in games that aren't really resonating with me, rather then shelving them, I could tear through them and be part of the conversation at least and maybe contribute to the game's buzz.

 

I'm sure some of these ideas have been implemented on smaller scale in PC gaming, and I don't want to come off like an entitled gamer, but rather, this is an easy means by which the gaming industry as a whole will get more of my money. Everybody wins :-)

 

Cheers!

</my 2¢>



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I can see how this would possibly generate more RPGS sales. I definitely want my games to be as long as possible though. I generally feel like too many games come to an end just as I really get into them.

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fair point.  I've just found some games to be long for the sake of being long. If there's 12 hours of story, and 48 of fetch quests and grinding, it takes a pretty compelling battle engine to redeem the game, otherwise it'll get shelved :-/

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