I agree with your points but also there’s a factor that makes gaming not fun. Depression It makes your interest dull. Making where when you play a game. It was fun yesterday but today doesn’t feel the same. It feels dull.
People would play the same game that they have a couple of thousands hour on constantly and wonder why they don't have fun. Games like league, valorant etc. are designed to addict you and take your money, just don't play them, play singleplayer games (there are multi games that really care about player enjoyment and not milking them but you know what i mean by all of that) I was very high rank in league (like 0.17% of playerbase) and I was not enjoying myself at all, so I quit after wasting couple of years on this game. I'm never coming back to playing competetive games and I enjoy playing single player games. Just finished detroit become human recently and it was my best gaming experience ever. It's not like the game is dying, it's just greedy corporations make games designed to addict us and we need to have willpower and knowledge to resist them. "with great power comes great responsibility" that's how I would sum modern gaming.
Great video :). I completely agree with how stupid the forced rpg elements are in today's AAA games. Absolutely hate them. Sadly it's really hard to properly advertise indie games that appeal to a specific taste a few people may have. So it's hard to even find games you may enjoy. And as a college student, time isn't something I can just waste to find something I may enjoy better than what I currently have.
ive been playing fps games since i was so young and it never really felt "fun" to play those games i just did cuz they were popular. recently ive been playing other games that arent fps type games like css surfing, random games on roblox and right now learn to fly 3. honestly its some of the best times ive had playing games in a really long time.
Women are way worse than gambling. I don't think anyone has died from gambling before, but women kill around 4,000 people in the U.S. every year. After a lot of thinking, I've concluded that we need more gambling and fewer women.
Whenever I hear people wish gaming was good again, I don't think that's what they actually mean, because gaming is still very fun and satisfying if you simply look for other experiences. What they really want is their childhood franchises to become good again, but them sticking around is the reason why nothing will change.
Well hoping childhood franchises still be good to this day is a lofty goal. Sometimes some games just gotta stay in their time. Tbh id be fine if minecraft fell off and another sandboxy game came out
To the people here that are saying something like "the dev expects you to figure it out yourself what an item does" I have to say that I actually like not looking anything up. Im kind of on both sides here because Im a stat and strategy freak on one side and love making informed decisions, but on the other side I also like discovering games blind and gathering knowledge about them The problem with this is that some of the stuff in these games is basically impossible to figure out for a human without being told that it happens. Lets take Isaac as an example, and assume you have one single item (which you dont, you usually have like 20 items which makes figuring out which one did what even more insane). Most active items and some gimmick passive items will instantly tell you what they do by using them. Yum heart? It heals, no shit. Brimstone? Needs no description, your shots are a laser now. Breakfast? You gained a heart container obviously. Items that have visible effects arent hard to figure out. Then we have more obscure stat stuff. Halo and magic mush both say they give an all stat up, so they must be equally good, right? Hell no. What magic mush doesnt tell you is that it gives you a damage multiplier so its not just the same item. But you didnt know that and you would likely never even figure this out, if it wasnt for the stat display, that was originally also not in the game and just a mod, and which had Edmund say something like "Why would players want to know that, its computer information?". I remember starting out with AB+ not knowing about these stats being completely lost and not understanding the game and it was just lame. Every item did seemingly nothing noticable and all the game was was shoot and dodge. But when I saw my real stats being displayed right there and change with item pick ups, suddenly everything made so much more sense. I started actually remembering item effects without even needing a wiki and could finally have opinions on them. Not because I looked them up but because I found them and saw an effect happen myself. And then we have the completely insane stuff like increasing the spawn chance of soul hearts or something that cant even be displayed in stats which you will never ever notice without taking samples and measuring room drops statistically. Or maybe some really rare and niche effect that you will never figure out because you never get into that situation. Bonus points if its a trinket so you have to actually keep it in your one slot and not replace it by something better that you know the effect of in order to just have a chance of learing what it does. Who actually learned that filigree feather makes angels drop items on death on their own? Or that walnut gives you something when you explode often enough? Why would you even want to explode? The point is: I would love to actually learn item effects myself and remember them. Its just that a lot of items give absolutely zero feedback and youre just left thinking that they do nothing, if it wasnt for you experience in videogames that all items must have a purpose
respectfully, i hate the shit were people present their opinions like a fact. i agree that games where you need a wiki or mod to know what everything does sucks, but have you considered that maybe they just arent made for you? for some people the fun is jumping into shit blind and doing your best to make what you can of it and learn
@@monthofmay_official some are but you miss that the difficulty and lack of clarity is the point, not a mistake. that’s like saying i like survival horror, i just wish they didn’t take away player agency so much
@@Joy_incThat's why I mentioned that games that do have the intention of being vague and difficult is fine not to tell everything. But there are games like Risk of Rain 2 and Binding of Isaac where I don't think thats the point or it evolved into not supposed to be vague and difficult (Creator of Isaac went back on his original vision of making it difficult and isaac and plans to implement an in game description thing)
i cant stand having to memorize everything of my own will, inscryption avoids this by making everything really simple and lets you just find out things by left clicking