Mundane chores are all the rage in gaming
economist.com
economist.com
People always wanted virtual places to just chill, and not have to be challenged all the time or have to struggle etc.
But also the article's focus on chores feels like a distraction. It's not that chores as such are exciting, it's more that you're messing around in a virtual world with often unexpected physics (job sims), or otherwise simplifying the complexity of real life (trucking sims etc). And lots of this popularity is also because, with Unity and Unreal, it has become very easy to make these kinds of physics-based 3D worlds with wacky physics, especially for tiny teams on small budgets - so lots and lots of people are making them.
You could have a fairly stupid concept (free-falling sponge, with a shark that follows you while only in water), copy the whole level and mod it to whatever new state you wanted.
Just build your city. Tech up. Send your explorers. Enjoy the beautiful scenery and soundtrack. And try to ignore the increasing semblance between our energy policies and the game's world.
I guess I'd compare my experience of MUDs most closely with the Harvest Moon/Rune Factory genre in that you can fight monsters and level up or socialize with other characters (in this case, real people!) or take part in various in-character activities/festivals/etc. Much like some modern MMOs like WoW or Final Fantasy in some respects except I find the creativity lies more with the players even in the modern MUD scene.
[0] https://store.steampowered.com/app/203810/Dear_Esther/ [1] https://store.steampowered.com/app/383870/Firewatch/ [2] https://store.steampowered.com/app/219680/Proteus/
The problem is that this strange attractor for games is constantly pulling the game into just being a movie, because the need to control things for the cinematic portion spreads. If I need you to be wearing a shirt with pockets for this cutscene, you can't shop for arbitrary clothes, or they just don't show up in a cutscene. If this character needs to be alive for a cutscene five hours in, you can't kill them now. If you can't kill them now, you must be denied the interactivity to do so. It is very difficult to confine this need for control in a story-heavy game because it naturally tends to spread out until everything is completely controlled for the benefit of the cinema and it is just a fancy movie.
I'm neither condemning nor praising this right now. Just describing.
"Walking simulators" solve the problem by essentially stripping you of all ability to change the environment except on very specific rails. This can support non-linear story telling, but not arbitrarily-changing stories. In the case of AAA games, a key indicator of this is your character suddenly holstering the weapon that is otherwise their constant companion with no player input, and since the only verb you meaningfully had to change the environment up to this point was "shoot", now you have no environment changing abilities, and the game need not explain why suddenly everyone and everything in the world is bulletproof since you simply can not fire.
That said, I think the case for calling them "not real games" has some virtue to it. It isn't like there's a bright shining line, but there's certainly "games" that are more interactive (in the limit, consider something like Minecraft) and there are games that are less interactive (in the limit, things that are essentially just choose your own adventure), and as is so often the case in practical philosophy, just because we can't draw a bright shining line doesn't mean we can't at least come close, or that the inability to draw a line means that we have to pretend there are no differences at all.
Indiana Jones might kill one guy per movie; Nathan Drake has shot thousands. He’s one of the most prolific mass killers in human history. And yet the cinematic parts of the game don’t seem to notice.
> Uncharted
Funnily enough, my favorite parts of Uncharted 4 were the parts where it became a walking simulator. I was surprised both that the game contained so much of that, and that I liked it better than the rest of the game.
https://store.steampowered.com/app/221910/The_Stanley_Parabl...
Often there is the very reduced or entirely eliminated puzzle-solving component.
In the old point & click adventures, with the very linear story, if you can't figure out a puzzle, then you are stuck. You absolutely can't advance through the story.
With the walking simulators, if you miss some bit, then you miss a part of the overall story, but you'll still get to the end and get the big picture. And you can usually go back and pick it up if you realized you missed something.
BTW, some walking simulators I can recommend:
Gone Home - very good story.
What Remains of Edith Finch - also very good and heartbreaking story.
Tacoma - also decent.
Observation - trippy story
Return of the Obra Din - this is a bit closer to the old point & click in the sense that you are a detective, and must actually Sherlock your way through.
Feels like a very different genre from, like, IF where you have to work hard to see the whole story (Trinity, Curses).
Many of them do incorporate enough puzzle elements that the game consists of more than just taping down the up arrow. Often, the term feels like it attempts to reduce the term "game" to something more narrow than what the art form does and has encompassed, historically. Not all games require mechanical skill. Not all games are what you expect them to be. Etc.
She, like the people in this article, really loves this style of game because there is no direct competition. Sure there are tasks to complete and achieve but there is no clock, no angry mobs of people yelling obscenities at you, and no enemies getting in your way while you try and do your thing.
These games are good to veg out with, they give you some of the satisfaction of doing a good job, while keeping you from doing all the hard work.
No it's not my kind of game, but House Flipper is now one of my top three games played on steam (for game time) because my partner uses my steam account for gaming.
Sometimes you want to feel an adrenaline rush. Sometimes you just want to tend a garden or walk a forest.
I do both of these things a fair amount IRL, I'm not trying to single you out I just want to understand motivations for playing these games, is there a reason you do these activities in a game as opposed to IRL?
No spiderwebs on your face. No biting and/or disease-carrying insects. No oppressive humidity. No getting soaked by a sudden rainstorm. No sunburns. No twisting an ankle and having a horrible time getting back out. No taking a wrong turn and ending up having to go much farther than you'd counted on, to get back.
Much or all of the game world may be crafted to be interesting. Even very nice natural areas have boring bits, and you can't fast-travel past them.
You can do it even if you're injured, or tired.
If the game has tasks, they usually have far faster reward loops than their real-life equivalents. The real-life versions might have more clean-up or mess. You have to actually physically do a bunch of stuff where the game might have a button press. You also have to know how to do it, and have the tools (if any) to do it. This is why obsessive players of games that feature gardening or farming usually don't become avid hobby-gardeners in real-life.
I don't want to become like the girl in the latest blade runner who only lives in her room.
Video games have faster feedback loop compared to real life. You progress and get rewards much faster. For example, I could finish an entire growing season in one long evening of playing. And it's not just scaling time. The tasks themselves are simplified to balance complexity, difficulty, and fun. You only have a handful of tools that never break. You don't have to worry about plant diseses, pests, droughts, floodings, or freezing temperatures in spring. The only thing you need to manage is watering (which you have an infinite supply of) and crows (which are repelled with a scarecrow).
The barriers of entry are lower too. There are games that let you drive a truck of fly a plane; things which would be prohibitively expensive in real life.
You can do the activity when there's free time (like at night) with no real planning.
You can put the task down for months on end without negative results because time is constrained to the game world. Or put another way, constant upkeep tasks and their results can be perfectly saved.
Game worlds can be tightly controlled if you wish it. Reality is uncontrollable.
After a very brief taste of Elder Scrolls Online I realized I really, really dislike when game time rules seep too much into real life and start contaminating my schedule.
Nowadays I can't stand even the simplest habit-forming daily rewards loop of mobile games.
I won’t make moralistic judgements on which is better, but I will say all else equal, a lot of people prefer physical passivity.
On the other hand, it only takes about five minutes to boot a game and be walking the PNW.
And that's where Rust comes in. You're tending your garden, keeping your base in order and then people come with rockets and C4.
Even if you just dig ditches, at least you can say “hey I dig these ditches that I now see” at the end of the day. This is very satisfying to our brains.
I predict a lot of future recreation will look like “visual evidence of accomplishment without needing the tedious labor required to do the same thing in the physical world.”
You can kind of see why Zuck cares so much about the meta verse from that angle, it’s just too bad that he’s so nuerodivergant he’s getting the details wrong.
Things I did in the Sims:
* Box in one sim into a room to see how long they can survive by themselves.
* Set various sims on fire.
* Try to get sims to drown in the pool.
* Holding house parties WHILE people are drowning, to see their social scores drop at the horror of dead bodies.
* Try to "summon the clown".
* Try to kill the clown by burning its picture / effigy on top of the fireplace.
Etc. etc.
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"The Sims" isn't about "housework". It was about "pretend house", the same toy-houses / Poly-pocket / action figures that we kids grew up with except in video game form.
Just as I imagined fights and killing and battles with action figures as a (younger) child, the Sims offered me a "virtual" version of that, where I can play around and toy with the sims.
I wasn't completely a "Sim Sociopath" (I often made "new saves" when I was in a sociopathic mood). I also tried to reach the top of the job ladders (level 10 jobs and whatnot) and tried to make lots of money sometimes. But not always.
Sometimes, you just want to watch the world burn, and "The Sims" 100% allowed you to mess up the dollhouse's life entirely.
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I never got into Grand Theft Auto, but based off of what I've seen in that game... it sounds more like a sandbox game than a 3rd person adventure game. (Where simulated people act "kinda sorta" like a human with social effects, so you can mess around with the world with your own sick, twisted imagination. Or jump off a building with a motorcycle to see if you can reach the other building with enough speed (etc. etc.))
The specialty rule is that there weren't enough beds, so I tried to get them all into relationships so they would share beds with minimal interaction. If they didn't, then some would pass out on the floor.
They all lived a life of luxury with how much money they printed.
You are right, games let us do things you couldn't and they just give you more control.
Sandbox games specifically just let you do whatever you want, from testing to see how long npcs can survive X scenario to making the perfect environment in your eyes.
Thats why my most played game is garry's mod. One day I am putting npcs into a mini world war and the other I am pitting them against a death robot I build.
Its really no different from how most children act, honestly.
Look at the still active mod community, social network communities or youtube communities. There are some goofballs doing extremely antisocial things but the 99% of that community are authentically playing the game and enjoying it as an interior design / life simulator.
I fundamentally believe that game developers ignore female and feminine interests in games to their massive detriment, and games like the Sims demonstrate the massive size of the feminine audience for non-violent and rewarding peaceful games.
Nowadays, there seem to be quite a few kid EdTech startups/solutions which use gaming. This seems relevant, as the interactivity (from the simulations' simulated actions) helps it seems.
#1 everyone likes doing things that are considered chores. They just don't like to do them when it gets boring / stressful. For example I like powerwashing... but if I had to do it for 10 hours straight I'd hate it too.
#2 lots of those things require special circumstances, training, skills, big cost investment, risk. The game eliminates all that. Don't own a house? can still power wash without having to buy the gear, a house, and wait a few years.
#3 risk is a big one. I enjoyed truck simulator (for a short bit). Why? Because I can veg out while driving and there's no consequences. Or literally plow through traffic and not care. I can be as careful / careless as I want to be and it just works.
Its a way to take things you hate doing and have to pay attention while you do them, and let you veg out and enjoy the enjoyable part of the task.
Call of Duty hits different if it's not a video game, and cleaning your house hits different when it's only inside the video game.
On the other hand, Chess and other classical non-physical-sport games are pretty much the same in meat space and on the computer.
The tools are not usually that polished or that pleasant to use, and don't have the same gamified and reward angle. So if you could figure out how to package the work, add some whimsy, and cross validate results you might have something.
0 - https://fold.it/
in the non-gaming world, i think the closest mass market idea has been google's captcha which actually trains an AI in the background. that's very naive and very simple, and definitely not a game, but imagine something similar with puzzles (i.e. Witness, the game, is all about puzzles. why not replace those puzzles with puzzles from real life that actually need solving).
2017: https://arstechnica.com/gaming/2017/05/eve-online-citizen-sc...
2018: https://arstechnica.com/science/2018/08/minigame-integrated-...
https://www.wired.com/story/eve-online-project-discovery-cov...
I think the tricky part is - if it's an unsolved problem, how does the game know when a task is complete? Feedback loops are a core element of game design, and part of the reason tedious tasks can be satisfying, but unless it's directly manual labor, I'm unsure how to create a proper feedback loop
Perhaps we could use bored humans as an accelerator to heuristically solve NP-complete problems. Then we'd just need to do the verification step.
All we need to do is prove that this produces a big-O improvement, and I think we could make a compelling business case.
/s
In the real world, most tasks output as inputs to other tasks by other people. And those downstream people perform validation of incoming work.
Delay reward until downstream validation passes.
I do consider the protein folding game an interesting exploration into the realm, but since there are still more minecraft-carrots harvested than proteins folded, I'd say it is not an example of how to do it, but rather a datapoint in the right direction.
Mopping a floor by standing on a rag is great for the core.
Nowadays I've succumbed to laziness and convention and use an electric trimmer and mower, but the scythe still comes out once in a while for kicks.
Something about the relaxed and repetitive motion, doing things a little differently and without a noisy machine, and of course the imagery of Death personified, reaping Souls.
Nice username btw
My dad got one years ago from https://scythesupply.com and it works great, especially with the longer/taller weeds. Looks like they only have left-handed ones in stock "right" now.
My father in law is a trucker and the only video game he plays is the Euro/American Truck Simulator games. Which I find interesting because I don’t think I would ever be interested in a game where you write computer software as the main goal.
[1] https://en.wikipedia.org/wiki/Core_War [2] https://www.corewar.io/
It's more of a puzzle game with programming elements, than a programming game. Understanding how code works simply makes it easier.
I mean a lot of software development and techie life has become gamified; github streaks, collecting stars, getting :+1: votes, apple watch circles, no-fap or no drinking streak apps; tinder stars, instagram votes, youtube watches, badges/achievements, the list goes on. Lots of things are gamified, and I'm actually surprised there's not more of video game style sound or visual effects when you do these things.
Even just having the threat of being fired over your head is enough to make those chores not be fun, even without all the other stresses.
My wife and I have been playing co-op Stardew Valley lately, and while it's a "farming sim", most of the ugly parts of farming are conveniently left out:
* cleaning up animal poop * spreading animal poop on fields * slaughtering animals / pest control * working with deadly tools like power take-offs * competing with giant factory farms [though we just finished the first in-game year, so maybe Joja Corp will start having that effect in future years]
Almost the essence of game design is "oversimplifying life in a way that makes it fun while leaving the player with meaningful connections to their reality".
But that’s why I love Stardew Valley in a different way than my wife. It hits the comfy aspect for her, a light dating sim, plus the combat is light enough that she’s gotten good at it there than she does in other games. For me, I get to optimize farm layout and selling strategies (like me realizing after all this time in-game that Slime Eggs are a high dollar item and totally should have gotten a slime hutch much sooner)
Wikipedia says:
A hacker is a person skilled in information technology who uses their technical knowledge to achieve a goal or overcome an obstacle, within a computerized system by non-standard means.AI is hard to get going, but I'm not sure it is any more difficult than some of these other options, and once you do, you will scale far better.
And there's a big difference between the two. We got to where we are because a lot of the things we built have aided us and increased human potential, not diminished it. Even a gun which can be used for good or bad ultimately leaves decision making to someone with a brain. Putting that gun on a robot and even giving the ability to make a decision up? That's a very different kind of technology.
What place has a law that prevents you from hiring three sets of locals to work three different 8-hour shifts?
You hire 2 people to work 12-hour shifts. The machine is moving in your country, but the employees work somewhere (and for someone else) with lax labor laws.
The benefit of squeezing away the lunch break isn't important to an overall job.
Clearly there is an appeal for doing these tasks somehow for some people. I think it can get a little bit unhealthy if it becomes a means to escape the real life RPG you should be focusing on. I was a little bit in this state back when runescape was more popular 15 years ago or so. I would spend hours clicking around diligently gathering and preparing crafting materials in game, while I neglected very basic tasks around the home. Maybe people need to figure out how to turn laundry and dishes into a quest with checkpoints and lore and xp to get them as motivated as they are to do virtual chores.
Honestly they do become a chore, because your character is constantly weakening and you die a lot. As you advance in the clothes and tech you can build, you stay alive longer.
But it absolutely is work. You need to harvest X to build Y, so you can unlock the ability to build Z, and then you need to find half a dozen As, Bs and Cs before you can do D, and D takes your character some time in game ...
They become very absorbing and huge time-sinks. What's notable for me is that when you turn the difficulty down, either by reducing the resources needed to build, or reducing time constraints on activities, there's just not much game left there.
I am not of those players, because I play mostly for the stories, but I understand why they do it.
What a beautiful game
[Although if you do want some words, those words are "Fuck Off Fund"]
I see what you did there.. :)
Oh, are they? Spontaneous nostalgia ensues…
https://www.c64-wiki.com/wiki/Donald_Duck%27s_Playground (1984)
• Lawn care and mowing - my favorites - both are Christians and do the charity of free lawn care for those having troubles
https://www.youtube.com/watch?v=eSI40gkivzw
https://www.youtube.com/watch?v=unQl_quNh-w
• Rug cleaning - my favorite - those boots! But wait until the end of some of his videos - it's a surprise
https://www.youtube.com/watch?v=3m_m9WCXwpY
• Construction - my favorite - he shows rain or shine, sick or not; with a wonderful down-home accent
https://www.youtube.com/watch?v=N1-svX2Oq6M
• Repair - my favorite - makes me appreciate his skill and confirms I'll never want to do it myself. I'm not for sure but reckon he's fixin' to repair that old boy.
https://www.youtube.com/watch?v=qZHws5d4rNU
• Art Restoration
https://www.youtube.com/watch?v=egsEKeCXf60
• Magnet Fishing
https://www.youtube.com/watch?v=XlOEcihXsU0
https://www.youtube.com/watch?v=s_LjAL84CYE
https://www.youtube.com/watch?v=1O55nCaG2QM
A common theme - they are NOT really knowledge economy jobs/work. Not everyone can become programmers. And online is far lower "information/novelty" than the real world. Another theme - these people are happy doing what they are doing - you can tell. Finally most of them how "fly-over accents" which is what most people experience everyday so it's more relatable to most people.
> Not everyone can become programmers.
And not everyone can do construction. In fact, there's a reputation programmers have of not being the handiest ...
> Finally most of them how "fly-over accents" which is what most people experience everyday so it's more relatable to most people.
Most people live on the coasts. CA is a much more common accent than Idaho. Also, IIRC and IME, regional accents are disappearing.
Imagine if we did that to actual jobs. But no, instead we simulate satisfying work conditions for profit.
This is different from the games we played growing up, where from the beginning you could use your brain to optimize, improve, and do the brain things that give satisfaction.
"Mundane chores" that gamers do are now mostly part of the "meta grind" but also niche mundane tasks like, say, trading a certain resource, doing a dungeon for the 200th time but faster, etc are in the few remaining places where you can derive this kind of satisfaction.
Developers have become so hyper focused on ensuring the "meta" play is balanced (and requires you to grind in their game), that they patch out these chores as "quality of life" improvements.
I'd surmise that the people engaging in mundane chore games are those that want mindless entertainment.
"Playerskill mattering" has become largely inaccessible in competitive studio games, so these indie games are able to scratch that itch by letting you jump in and immediately see the reward of improving your hand eye coordination, path planning, etc.
Just to point out, these two statements are unrelated. You can have a game with a low skill ceiling which nevertheless involves skills that take forever to learn. If those skills have a small impact on the outcome of the game, they won't raise the skill ceiling much.
The paradigmatic example of such a game is "chess dice", in which two players first play a game of chess, and then each roll a six-sided die. High roll wins; the winner of the chess game adds one to their die roll.
This game involves exactly as much skill as chess, while having a much lower skill ceiling than chess does.
Simple games can be very competitive because the best players can become much better at them. Chess and Go are good examples.
I don't love Fortnite, but building structures while shooting requires pretty demanding execution. "Simple" isn't the term I'd use at all.
Does it get any simpler than UT with instagib?
Did you read the article?
Eg. pokemon (gb/gbc/gba) with cheats is still a great game.. you can explore everything, infinite hp/pp, catch-all pokeballs, go everywhere, see everything, catch everything you need/want, fast power-ups and evolutions, without the constant grind of powering up your pokemon and running back to pokemon centers.
Same with games like GTA (although, there is not a lot of grinding here)... you can still play through the whole story, do all the missions even when invincible, have a lot of fun, but without the "getting kiled" parts and restarting the same mission sequence 50 times.
Somehow in modern times, cheating (to avoid the grind) has turned from inputing some random combination of commands to paying actual money for premium crystals or whatever, that give you a competitive edge against AI (and real-life) enemies, or in some game (clash of clans, etc.) to just make the obsurdly long wait times shorter. I get the monetization aspect, and developers getting paid aspect, but eg. Age of empires developers got paid too, and i can still type "coinage" in the chat window to get 1000 gold without paying extra money.
In the name of accessibility, a lot of recent games allow you to customize the hell out of your gameplay experience — things like “how hard do enemies hit?”, “how easily can I find ammo?”, even “how hard is it to make jumps?”, and so on.
Hades has a setting called God Mode, where every time you die, you just get straight up 1% stronger, stacking infinitely.
Cheats in single player games aren’t dead - they’ve evolved!
Adult me wishes I still had that determination and persistence, fuck.
I must have spent months here and there looking for that item in the world. I checked every shopkeeper in case I sold it. Then I searched every container I might have stashed it in.
Never found it. Never beat the game... (Until last year, 15+ years later, thanks to OpenMW).
Always wanted to rip the save file from the Xbox in my parents' attic and search for where I put that damn item just out of curiosity.
But your determination and persistence reminded me of mine.
Alternatively, check out PokeMMO. It's basically a multiplayer Pokemon game built on the roms of the original games (supports gen 1, and 3-5). There isn't a native Switch build though so you'd need to dualboot Android or Linux if you wanted to make that happen.
It's also educational. Creating overpowered joke Civ4 mods and reading disassemblies of NES games to adjust numbers in an emulator's debugger make for fun semi-practical programming puzzles. Honestly, I think I enjoy the process of cheating more than the result.
Try it out sometime! Load up some old game in gdb and start messing with the numbers. It can be fun.
I also like the Xbox Gamebar widget for those games that are hard to alt-tab out of.
Those interest, as some of these challenges are extremely difficult, and I'm curious to learn what stragties they used. Then usually I get mid way through the, the explains the issues that make the challenge hard, before immediately dumping a console command to instantly bypass them.
I would also argue most games are not really that grindy. It’s actually… rare to see in any single player game. If anything most games put you at risk of becoming too powerful too fast. If there’s a grind it is usually for the last 1% of content. And very few games actually try to sell you power ups for single player content. That’s really not a common thing as some people claim.
Multiplayer games are a different beast, but you definitely don’t want cheaters there either. Not wanting long progression curves for multiplayer games is a reasonable ask. Allowing cheaters is not.
Probably depends on the person and the game. If they're enjoying the game as an interactive storytelling medium, playing through it on god-mode is probably not significantly worse than struggling to win; it's no worse than a movie.
Oh boy no. Maybe for you. Maybe for some. With a bit of empathy should be able to imagine that not everyone think like you do. What if someone wants to play pokemon for the exploration, lore and care taking of pokemon. For that person, fighting and leveling is a chore. Maybe someone does not have the actual time for the grind before each arena.
> Pokémon with infinite hp sounds awful and will massively compound any sense of a grind because now all fighting is pointless
What if the grind was not a goal or what if we actually doesnt want to fight at all. Pacific run exists. Let's me skip dat boss if I want to.
I understand that the challenge can be a lot of fun, I finished both Hades and Doom Eternal on their hardest difficulty and really loved my time with both but sometimes a challenge isn't what I want out of a game and I just want to enjoy the story or explore the world or blow off steam.
Video games for me are usually a relaxing past-time I enjoy in the small amount of free-time I have available and I'm often not willing to get frustrated slogging through slow sections or trying to overcome difficult ones. So you bet your ass I'm playing Elden Ring with an easy-mode mod, save-scummed constantly in X-Com, used infinite money cheats in City Skylines, and fast travel anywhere in Witcher 3.
If you prefer playing games differently from me and want a challenge when I don't that's totally fine, I hope you're having a great time cause the way each of us play doesn't affect or take away from the other person experience or goal in any way.
People are allowed to enjoy different things or even the same things in different ways and its super lame to call them super lame for something so inconsequential as how they play video games.
Yeah, cheating in Pokemon is what finally killed my love for the games as a kid. A friend wanted to show me his cool Action Replay, turned on every cheat and left my game saved in a state where it would be a lot of work to get back to "normal". Somehow it revealed all the grindy bits that I had been okay with up until that point.
But it definitely does depend on the person. My friend was still having fun with his Pokemon games after. Another friend in high school seemed to get more fun out of typing the level skip code on Starcraft than beating the levels the intended way.
In many single player games, cheats are isomorphic to configurable difficulty options and allow you to tune the game to the challenges of interest.
Who cares? It's a single player game and doesn't affect other players whatsoever. People can enjoy it how they want.
I agree re: cheaters in multiplayer games, though. Except for the rare cases of "everyone gets to!" ala CoD:MW2 lobbies where the cheater/host set the game to where everyone could fly and shoot massively explosive rounds. That's good fun, for a few rounds.
Link to make things easier: https://www.youtube.com/c/LetsGameItOut/featured
Another person who does similar gameplay, but more in depth is a YouTuber called Ambiguous Amphibian. Imagine the depths of where Josh is willing to go, and then add a layer of someone talking about philosophy and tying it back into the game they are playing. Would very much recommend if you are into LGIO!
While there may be some related underlying factors influencing both, they are very much not the same thing. As always, it helps to read the article before commenting.
What's old is new again!
Wow that's a cool game, the destructible car is impressive, haven't seen that in any PS1 games! I wonder how they did that (if they hardcoded it with trigger points, or if there's some real physics going on).
If each level was 8 hours of operating a power shovel out in the hot sun, and if you stop playing without calling in sick, or call in sick too many times you immediately lose and are banned from playing the game again, it might be a bit less popular...
Paperboy came out in 1985: https://en.m.wikipedia.org/wiki/Paperboy_(video_game)
It was in arcades. At one point I had it on PC, and boy did I get tired of that quick.
https://www.polygon.com/platform/amp/2013/7/10/4510388/why-t...
Is it the extra bureaucracy involved in earning money? Is it the feeling of being exploited when working for someone else? Is it the pressure to economically justify anything we might want to do?
How much friction can we eliminate in work? What is essential, and what is not?
I feel that humanity would be better served if the feeling of achievement was coupled with meatspace usefulness, and not just virtual creation.
> The concept recognises that working without the bother of deadlines or micromanagement can be a lot of fun.
And they're right: building things is indeed fun, it's the pressure of deadlines and handling your boss/clients/etc that can make it stressful. But I don't think you can take that out of a "job" situation; other people paying for your work is the entire point of jobs.
If you are just doing things because you like it without anyone paying you for it, that's called a hobby even if you do the exact same things that you can also get paid for. (There is an obvious parallel here with the "getting paid for FOSS" discussion that pops up regularly on HN)
Most people really just want "do X, get Y" type of deals. Those deals are becoming increasingly more rare except for minimum wage jobs working you to the bone. Not having to deal with politics has become a luxury instead of rewarding a few individuals to deal with all the politics. Even something as simple as getting a salary indication is already a hassle for Average Joe.
The job market can learn a lot from game design and gamification, but the guys at the top seem insistent on believing they know better than decades of research.
Even "do X, get Y" type of deals are a threat, since the amount of Y is finite and the more that goes to others, the less that goes to you. It gets even worse when you take into account that people can lie. Someone might only be pretending to be happy "doing X" for the rest of their lives and will actually stab their coworkers in the back for a promotion. The guys at the top are definitely not unaware of this dynamic.
I think the key difference in the modern world is that success is not guaranteed, for reasons that may be well out of your control, and failure is scary with unknown consequences. We can imagine a world with pretty much the same jobs and the same work, but with more security removing the intense stress people feel.
Overall, we have way more security than the ancient world did. Droughts are still a problem as the western US has been seeing, but at least we're at a point today where it just means food prices go up rather than food vanishing entirely and requiring migration to other countries or something.
As for stress, largely European workers don't seem to feel the pressures that American workers do, which probably boils down to in part a mix of higher taxes leading to better safety nets as well as generally much more vacation time from work. Also politics in European countries generally isn't as polarized, though by no means is it perfect.
1) The reward for doing the mundane thing is usually very direct and actually pretty decent if you commit to it. For example with enough grinding in EVE you can afford some very fancy spaceships. Or with hours of code raiding in Rust you can steal all of someones stuff by just typing in 4 digit codes for hours.
2) Doing the mundane thing in the game is still a form of escapism from doing the mundane thing in the real world. Except usually the video game isn't hardcore mode. If I don't do it and a die I just respawn. Meatspace doesn't have this luxury. In this case the video game is an escape from existential dread.
Of course, loading up my cargo and bringing to market was tense... but I never was attacked, probably because I only went to wormholes from hisec space. (The wormhole farming corp I was in maintained various stations but I went with the not-as-lucrative ones accessible from hisec and skipped the low/no sec ones. As I recall, I stopped a few years ago.)
Cheating in MP also ruined it for me. Now I mostly do SP and occasionally cheat there when it feels like the game is getting too grindy or unfair.
You can go over to r/powerwashingporn and see a lot of homeowners renting some equipment for an afternoon, but you don't want them going out to public land and cleaning whatever they want because they might just damage stuff with the wrong chemicals or techniques. I know beaurocracy isn't very fun but nobody wakes up with the sole desire to manufacture red tape for no reason.
People want to do something with obvious, tangible impact in their lives. Most of these games have a very clear impact on the virtual world; that wall is clean, and I cleaned it. That house got built and I built it. Those shelves got stocked, and I did it. So on.
In meatspace, most jobs are either heavily removed from a tangible benefit, or have bad pay and working conditions. You can be in HR or accounting or IT, and several steps removed from any kind of tangible end-product, or you can be a berry picker working in the heat for $7/hr.
With the advent of the assembly line and exacerbated by offshoring, the high-value part of the production chain has become managing production rather than the production itself.
Personally, I struggle with cleaning because it's truly Sisyphean work. Always the same, never done, even if you do it the results don't last.
Games can be played whenever I feel like it, cleaning doesn't always work this way. A visit from the in-laws make it a chore, and my brain can't really let go of that label for some reason.
Some work comes with physical discomfort: I don't think I'll ever feel like picking strawberries in the burning sun for too long.
Hth
I don't want to be a truck driver, but I want to play Euro Truck Simulator with a complete racing wheel setup. The way I see it, driving a truck across Europe while trying to follow all of the rules to minimize cost is not that much different mentally than driving a race car around a race track trying to minimize lap time. But it is less physically fatiguing.
Even though these games seem dumb (I get poked fun at a lot for playing them), most of the time, their game loops are tight enough that you feel the same fulfillment as if you were playing the latest Mario. They are always adding another challenge to the game with each level, so that by the end, you've developed a repertoire of skills that you can use to tackle a variety of complicated situations.
Cooking for your family feels very different than cooking at a corporate canteen, yet both are forms of useful work, and both involve some friction. The game makers know it - Euro Truck Simulator is full of both challenges (deadlines) and boredom (traffic jams), and I wouldn't call it frictionless.
So, again, which friction can stay and which needs to go?
But does it have to be like this?
People need to feel useful; these chore simulators are parasitic on that natural impulse.