Game Over: The Ruination of Gaming

Many are responsible for the ruination of gaming..

Game Over: The Ruination of Gaming.

<p>One can easily see the issue of quality within the gaming industry and the video games produced by said industry&period; Initially&comma; game developers endeavored to produce products that showcased the quality of effort coupled with the need to deliver improved gaming experiences to gamers&period;<&sol;p>&NewLine;<p>However&comma; this waned over the years as developers became established and their games whether once-off or ongoing titles turned into multi-million or billion-dollar pursuits supported by fans with loyalist tendencies&period;<&sol;p>&NewLine;<p>These aforementioned realities coupled with various factors led to the current downward trajectory of gaming&comma; as the gaming industry no longer prioritizes quality and delivering worthwhile gaming experiences to gamers as they now prioritize monetary gain&period;<&sol;p>&NewLine;<h2 style&equals;"text-align&colon; center&semi;">Casual Versus Hardcore Gamers<&sol;h2>&NewLine;<p>Within the gaming community&comma; one finds the casual and hardcore&period; Unfortunately&comma; these terms are often either ill-defined or left nebulous&comma; which often leads to misunderstandings when it comes to identifying a gamer as either being casual or hardcore&period; However&comma; this issue is easily remedied by examining the behavior exhibited by gamers during playthroughs&period;<&sol;p>&NewLine;<p>The above suggestion results from the fact that behavior is indicative of mentality&period; Therefore&comma; one can categorize gamers as either casual or hardcore based on their mentality&comma; when it comes to gaming&period; Thus&comma; here is the categorization&colon;<&sol;p>&NewLine;<ul>&NewLine;<li> Casual gamers often invest an insignificant amount of time in gaming&comma; as they will move from one game to another due to supposed difficulty&comma; a lack of instant gratification&comma; and no oversimplification&period;<&sol;li>&NewLine;<li>Hardcore gamers invest a significant amount of time to gaming&comma; as they will focus on one or more games to master its difficulty&comma; earning gratification&comma; and understanding the complexity of mechanics&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<h2 style&equals;"text-align&colon; center&semi;">Causalization in Gaming<&sol;h2>&NewLine;<p>Gaming before becoming mainstream catered to gamers willing to invest their time into worthwhile games&period; However&comma; this immediately became insignificant&comma; once its popularity skyrocketed&comma; and the overall result was a decline in quality&comma; as is the case with all entertainment mediums that go mainstream&period; Though when it comes to the issue of casualization in gaming&comma; many often go with a flawed argument and conflate it with accessibility&period;<&sol;p>&NewLine;<p><img class&equals;"size-full wp-image-151685" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;01&sol;19062150&sol;casual&period;jpg" alt&equals;"Game Over&colon; The Ruination of Gaming&period; With the casuals cometh the fall&period;" &sol;><&sol;p>&NewLine;<p>This conflation is problematic&comma; given the extreme difference between casualization and accessibility&period; The former refers to video games made to emphasize simplicity and a lack of challenge&comma; which work in concert to undermine the potential gameplay experience of a game&period; The latter&comma; on the other hand&comma; in terms of gaming means&colon;<a class&equals;"&lowbar;e75a791d-denali-editor-page-rtfLink" href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;game-over-the-accessibility-and-easy-difficulty-issue&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer"> making video games more accessible through hardware and intuitive game design&period;<&sol;a><&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>With the above definition for casualization&comma; it becomes apparent that it poses problems&period; Causalization dilutes a game to the point it becomes a watchable experience&comma; which conflicts with the chief characteristic of gaming&colon; interactivity&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<blockquote>&NewLine;<p style&equals;"text-align&colon; center&semi;">Interactivity is the communication process that takes place between humans and computer software&period;<&sol;p>&NewLine;<&sol;blockquote>&NewLine;<p>This process is typically found in games&comma; which need a continuous form of interactivity with the gamer&period; Furthermore&comma; without interactivity gaming becomes no different from watching television&comma; as casualization results in a limited form of it due to the activity requiring an individual&&num;8217&semi;s full attention and commitment&period;<&sol;p>&NewLine;<p>Also&comma; <a class&equals;"&lowbar;e75a791d-denali-editor-page-rtfLink" href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;C7O1BVs&lowbar;g10" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">casualization creates another<&sol;a> issue as a result of game developers blending hardcore and casual gamers&period; The issue being that games no longer hold challenge&comma; satisfaction&comma; and value&semi; thus they become pale imitations of either their former or potential selves&period; This is seen with the recent entry into the <em>Mortal Kombat <&sol;em>franchise&comma; <em>Mortal Kombat 11<&sol;em>&period;<&sol;p>&NewLine;<p>The game features mechanics that simplify core gameplay &lpar;easy fatalities&comma; AI fighters&comma; and so on&rpar;&comma; which showcases how <em>NetherRealm Studios<&sol;em> catered to casual gamers rather than their almost three-decades established fan base&period;<&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">Monetization in Gaming<&sol;h3>&NewLine;<p><a class&equals;"&lowbar;e75a791d-denali-editor-page-rtfLink" href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;a3ckC-aJnns" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">Monetization in gaming<&sol;a> was an in-frequent occurrence before the mainstream popularity of video games&period; This means that the popular form of in-game purchases&comma; microtransactions&comma; were not as common as they are now&period; Before gaming moved from a niche entertainment medium to a mainstream one&comma; it often meant in-game purchases consisted of using a game&&num;8217&semi;s currency and downloadable content &lpar;DLC&rpar;&period;<&sol;p>&NewLine;<p><img class&equals;"size-full wp-image-151686" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;01&sol;19063207&sol;microtransactions&period;jpg" alt&equals;"Game Over&colon; The Ruination of Gaming&period; Where are there not microtransactions&quest;" &sol;><&sol;p>&NewLine;<p>With the former&comma; players accumulated in-game usable currency through performing a variety of tasks&period; These were usually in the form of completing challenges&comma; selling items&comma; looting enemy corpses&comma; and more&period; This means players often invested their time into a game as a way of getting the necessary funds to purchase upgrades&comma; costumes&comma; and more since it improved gameplay experiences&period;<&sol;p>&NewLine;<p>With the latter&comma; this being DLC&comma; it proved to be instrumental in getting gamers to pay for products after the game&&num;8217&semi;s official release&period; DLC varied in terms of the additional content provided to a base game&comma; this meant players eagerly awaited the chance to add more value to their gameplay experience whenever game developers decided to expand on their base product&period;<&sol;p>&NewLine;<p>Now with all this said&comma; the issue taken with microtransactions becomes quite obvious&period; Microtransactions are a business model where users can purchase virtual items for various amounts of money&period; This means that purchasable items once restricted to in-game usable currency and DLC can be acquired through the use of real-world funds&period;<&sol;p>&NewLine;<p>Therefore&comma; the previous mentality exhibited by gamers&comma; such as time investment and the want for quality is no more&period; One could argue that this is an exaggeration&comma; however&comma; there is a distinct lack of worthwhile games that make use of the microtransaction business model&period; This is not due to the <a href&equals;"https&colon;&sol;&sol;www&period;statista&period;com&sol;topics&sol;3436&sol;gaming-monetization&sol;">monetization<&sol;a> policy itself but rather its poor implementation&colon;<&sol;p>&NewLine;<ul>&NewLine;<li>Developers that rely on the aforementioned business model find themselves under pressure to develop new content around said monetization policy&period; Therefore&comma; the actual gameplay and artistic quality of any game&&num;8217&semi;s content suffers immensely&period; This is due to systems within a game being tailored to promote sales through microtransactions&period;&NewLine;<ul>&NewLine;<li>Furthermore&comma; there are many times where the additional microtransaction and&sol;or DLC content is blatantly cut from the original game release&period; Whereas there are other times&comma; where the game approaches release&comma; subtle changes are being made to many game systems that are directly connected to the microtransaction &OpenCurlyQuote;content&&num;8217&semi; &&num;8211&semi; this often results in false advertising&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Microtransactions offer power at a price&comma; a concept that is loathed as the approach undermines the integrity of a playing field while promoting toxic gameplay that is detrimental to the longevity of any game&period; This is especially true in games that self-promote as competitive ones since the integrity of the competitive scene is of paramount importance there&period;<&sol;li>&NewLine;<li>Microtransaction-based games often include an option to play &OpenCurlyQuote;free’&comma; this is merely semantics as it leads to individuals faced with the dubious choice of either fattening the cash-cow or forgoing all of their emotional investment&period;<&sol;li>&NewLine;<li>Microtransactions in online games are specifically disguised as &&num;8220&semi;cosmetic&comma;&&num;8221&semi; &&num;8220&semi;faster progression&comma;&&num;8221&semi; and more&period; These supposedly do not affect the competition&comma; however&comma; it does as it is a form of pay to win&period; Moreover&comma; this has led to divided communities and high player turnover&comma; especially among talented players who value competition and being rewarded for their actual skill&comma; not gullibility&period;&NewLine;<ul>&NewLine;<li>Thus&comma; the player pyramid is cropped off at the top&comma; which has cascading effects down the ladder&comma; causing the game to lose more active and aspiring players&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<&sol;li>&NewLine;<li>Microtransactions are a staple for low-quality games&comma; reboots or failed ones and other dubious projects&period; This is due to developers and publishers assuming they will never make a sufficient return on fair or transparent monetization models&period; Thus&comma; their overzealous employment of microtransactions in games&period;<&sol;li>&NewLine;<li>Microtransactions often contain a random&comma; casino-esque element&period; For example&comma; in an online game&comma; there is some type of randomized reward system &lpar;loot boxes&rpar; that the player obtains through purchase with real-world money&period; However&comma; there is only a small chance that they are provided a desirable reward as the majority of the time it falls far below that&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<h3 style&equals;"text-align&colon; center&semi;">Consumer Purchasing Behavior<&sol;h3>&NewLine;<p>The current downward trend in gaming is a reflection of consumer purchasing behavior&period; This is simply known as buying behavior&colon; the decision processes and acts of people involved in buying and using products&period; Like any industry&comma; the gaming industry relies on <a class&equals;"&lowbar;e75a791d-denali-editor-page-rtfLink" href&equals;"https&colon;&sol;&sol;www&period;marketing91&period;com&sol;importance-consumer-buying-behavior&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">consumer purchasing behavior<&sol;a> to ensure its longevity&period;<&sol;p>&NewLine;<p><img class&equals;"size-full wp-image-151687" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;01&sol;19063449&sol;poor&period;jpg" alt&equals;"Game Over&colon; The Ruination of Gaming&period; An almost constant state for gamers&period;" &sol;><&sol;p>&NewLine;<p>Therefore&comma; if a significant number of people purchase&comma; let us say the next <em>Assassin&&num;8217&semi;s Creed <&sol;em>&&num;8211&semi; with a different look &&num;8211&semi; yet with no improvement nor innovation then <a href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;84I5nEcD9t4" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">Ubisoft uses this as a justification<&sol;a> to continue as is&period; The result is due to consumers &lpar;gamers&rpar; making poor purchasing decisions&period; These decisions&comma; unfortunately&comma; are a reflection of the consumer purchasing behavior of gamers&period;<&sol;p>&NewLine;<p>Thus&comma; the current lack of quality games overripe with microtransactions and much else is the fault of the consumers &lpar;gamers&rpar;&period; As their poor purchasing decisions provided the incentivization for poorer business practices from the gaming industry&period;<&sol;p>&NewLine;<h2 style&equals;"text-align&colon; center&semi;">Conclusion<&sol;h2>&NewLine;<p>In conclusion&comma; there are three major factors responsible for the downward trajectory in gaming&period; First&comma; the casualization pf gaming&comma; which resulted in the oversimplification of game design to accommodate casual gamers which happened in concert with efforts to keep hardcore ones&period; The overall effect was a watered-down gameplay experience and the subsequent withdrawal of hardcore gamers&period;<&sol;p>&NewLine;<p>Second&comma; monetization in gaming&comma; this resulted in a shift from quality game design to monetized systems within games&period; Therefore&comma; the purpose of the product changed ergo changing the nature of gaming itself&period; Finally&comma; consumer purchasing behavior&comma; this came about due to gamers making poor purchasing decisions and provided the assurance game developers and publishers needed to continue with their poor business practices&period;<&sol;p>&NewLine;

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