The Case for Games - Vol. 1 Ed. 16
Nov 04, 2020 12:50 am
World Builders' Guild Newsletter
Today is a little more stream of consciousness. Thank you for bearing with me, World Builders.
I've seen many a so-called "guru" on social media decry games as some type of mortal vice akin to hard drugs and illicit pornography.
Some of these people are using hyperbole and shame to sell e-books. I get that. That's marketing and persuasion 101.
There are yet others who cling to this idea without further provocation or justification. For whatever reason, gaming is a scapegoat for their own sins or those of their perceived enemies.
This is moral posturing at best and pure idiocy at worst.
Before I go further, allow me to admit my bias: I design games. I grew up on games. I love games. I play them frequently. Many of my friends play them. Family, too. World Builders are gamers, by and large.
Let's dispel the idea that games are not addictive.
Games are plenty addictive. Games have been competing to get you hooked for your hard-earned cash since the days of the Galaga machine in your local pizza joint.
They are designed to be addictive. The question is to what degree are they addictive and for what purpose?
To lump all games into the same category is a gross oversimplification.
It's true that modern games by big-box publishers are casinos for children.
The most notable offenders are those that offer random game-altering rewards in the form of "loot boxes" or "player packs." The Madden and FIFA series' by EA reeks of Skinner-box, "one-more-try" slot machine malfeasance. They're far from alone, but they are the most visible.
They've set up a competitive hierarchy in which skills don't matter as much as the size of your bank account. Instead, you can pay $5 for a random chance at an item/player/weapon that will send you to the top of the rankings.
I abhor this kind of game-making.
This is coming from a guy who is enamored with the casino gaming industry and wagering games in general.
The difference between the gaming industry and video game lootboxes is that a casino tells you it's a casino. Games like FIFA, Madden, and the NBA 2K series, "gatcha" style games, and others like them are casinos-disguised-as-legitimate-competitions.
What about the games that aren't filled with pernicious $10 dopamine hits? What about the ones where you earn your keep the hard way? How about games where you don't compete against other humans? Just you versus the world.
Turns out: still addictive.
But, is that so bad?
I think that it is not so bad. It's not so bad as long as you don't substitute games for other important activities in your life.
Games over work? Bad idea. Can't buy more games if you're broke, dummy.
Games over family time? Go spend time with your loved ones. The pixels will be there later.
Games over eating? Sleeping? Working out? Nah. Trust me, games are more exciting after you got your sweat on (there's probably some science behind this; anecdotally, I feel like I play better in Rocket League after lifting weights).
Games over living life? Going outside? Again, the real world is the ultimate source of inspiration for building other worlds. Don't pass that up.
I understand that games can be a crutch. An escape. A safe place to hide from the hard parts of life. But, I want to say that I think that they get bad press because of the worst elements of the gamer lifestyle.
World Builders are the best creators - we can lead the charge.
Let's put an end to the so-called "gurus" line of attack.
Enjoy your games fully, completely, and without reservation.
Enjoy your life fully, completely, and without reservation.
Experience both and unlock your world building brilliance.
To future worlds,
Matt Ventre
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