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WHAT APPEAL OF THE OPEN WORLD GOALESS GAMES?
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so I was thinking "I loved LEGO when I was a kid, why do I think Minecraft is dumb and boring, and games of their ilk equally lame and unappealing?" Like Terraria, or
but then I thought about it, and I realized I played LEGO to build custom ships and units and stuff so I could PLAY a story with them. usually a battle, sometimes an adventure.
I never just mindlessly built things for the sake of building. I always had a purpose in mind.
which is probably why I gravitated to space or castle lego, and city lego was boring (stories are always better with dragons or IN SPACE)
...and I think that's what trips me up with Minecraft and its ilk - I struggle to identify the purpose behind playing the game. Like, if I can't make my creations fight each other, what's the point?
I was thinking about this because I was reading up on No Man's Sky and the soulessness it is promising.
there are two types of people:
"there are no goals so the possibilities are endless!"
"there are no goals so there is nothing to do"
I guess I know which one I am.
but then I thought about it, and I realized I played LEGO to build custom ships and units and stuff so I could PLAY a story with them. usually a battle, sometimes an adventure.
I never just mindlessly built things for the sake of building. I always had a purpose in mind.
which is probably why I gravitated to space or castle lego, and city lego was boring (stories are always better with dragons or IN SPACE)
...and I think that's what trips me up with Minecraft and its ilk - I struggle to identify the purpose behind playing the game. Like, if I can't make my creations fight each other, what's the point?
I was thinking about this because I was reading up on No Man's Sky and the soulessness it is promising.
there are two types of people:
"there are no goals so the possibilities are endless!"
"there are no goals so there is nothing to do"
I guess I know which one I am.
When I first played Minecraft there was a feeling of survival. You need to build a house and a bed before night falls or the monsters will get you and you have to sit in darkness for like 10 minutes. You build something basic. Then you slowly gather resources. Then you decide that you want something that looks cooler and has more space and functionality. It's similar to LEGO in that way, but really when I played with LEGO as a kid I didn't want to fight my creations. I just wanted to build something interesting. So maybe it's just a different mindset or expectation we have.
Anyways, eventually when you build up your resources and you build the tools you need to explore. You start exploring. That in itself is fun. You often find some randomly generated landscapes or structures. You might a cool place that you want to build a new base on. My friend built one underwater. I build one behind a waterfall and on top of a mountain. Then you start exploring underground. You find better resources to build new and better things. You find new enemies and new structures.
Eventually you make your way to the neither and you do it all again. Explore. New things.
There is a point to Minecraft though. To find and kill the dragon. It's not easy and you have to do a lot of exploring and building to get there. You need to do the things the game offers.
Beyond that, I enjoy creating. Me and my friend built a castle like place. It had a really tall tower with fire on top, so we could see where home base was from really far away and you could see it really good at night. We had rooms for things like the neither portal, the enchanting table, the wolves, there was fenced off areas for the animals. I even tried to build a series of canals so I could around on boat, that didn't work out very well. It's the same reason I like legos. You can build whatever you want. Except in Minecraft you don't spend 1000$ on lego blocks and you don't have to put them away when your done.
I find Minecraft less fun when I play by myself. When you play with someone else you can cooperate and brainstorm ideas on cool things to build. If your not aware you can build complicated "electronics" to do just about anything a computer can do. It can be as simple as a light switch or a switch to open a door. Or you can build a calculator. It's deeper than most people think.
Then there's playing against other people. You can build a base with traps and fight other people. You try and destroy each others base.
I haven't played any other games similar to Minecraft so I can only talk about that. But I never seem to run out of things to do. A few times I made a level in Creative mode where the intent was to build a level like a Zelda game. I basically first did landscaping, so things didn't look random. Leveled the ground off, created walls, created fences and bridges. Then I build underground chambers that can only be accessed a certain way and had some kind of progression. Like you could see an entrance but could only get there by finding a different entrance and making your way to the other one. I also started building a level that was going to be a giant labyrinth in cube form. It had circuitry running under the floors and behind the walls. So you could hit a switch on one side, and it would open a door on the other side. So it was a big puzzle. In order to really get the most out of these levels you would have to NOT play it like Minecraft. You couldn't just break down a wall to progress and you couldn't put any item you want in your inventory. You had to work only with items that were provided in chests throughout the level.
So there are plenty of things to do and different ways to enjoy it. It sounds like your not letting yourself enjoy it. You already decided you don't want to like it and you don't give it a chance or use your imagination like you used to do with LEGOs. I've seen my niece and her friend build an entire town. There was a school bus, you walk inside and there was an underground tunnel that led to another bus on the other side of town, so it looked like you traveled on the bus when you walked through the tunnel and came out of another bus.
I really didn't expect to write so much...
Anyways, eventually when you build up your resources and you build the tools you need to explore. You start exploring. That in itself is fun. You often find some randomly generated landscapes or structures. You might a cool place that you want to build a new base on. My friend built one underwater. I build one behind a waterfall and on top of a mountain. Then you start exploring underground. You find better resources to build new and better things. You find new enemies and new structures.
Eventually you make your way to the neither and you do it all again. Explore. New things.
There is a point to Minecraft though. To find and kill the dragon. It's not easy and you have to do a lot of exploring and building to get there. You need to do the things the game offers.
Beyond that, I enjoy creating. Me and my friend built a castle like place. It had a really tall tower with fire on top, so we could see where home base was from really far away and you could see it really good at night. We had rooms for things like the neither portal, the enchanting table, the wolves, there was fenced off areas for the animals. I even tried to build a series of canals so I could around on boat, that didn't work out very well. It's the same reason I like legos. You can build whatever you want. Except in Minecraft you don't spend 1000$ on lego blocks and you don't have to put them away when your done.
I find Minecraft less fun when I play by myself. When you play with someone else you can cooperate and brainstorm ideas on cool things to build. If your not aware you can build complicated "electronics" to do just about anything a computer can do. It can be as simple as a light switch or a switch to open a door. Or you can build a calculator. It's deeper than most people think.
Then there's playing against other people. You can build a base with traps and fight other people. You try and destroy each others base.
I haven't played any other games similar to Minecraft so I can only talk about that. But I never seem to run out of things to do. A few times I made a level in Creative mode where the intent was to build a level like a Zelda game. I basically first did landscaping, so things didn't look random. Leveled the ground off, created walls, created fences and bridges. Then I build underground chambers that can only be accessed a certain way and had some kind of progression. Like you could see an entrance but could only get there by finding a different entrance and making your way to the other one. I also started building a level that was going to be a giant labyrinth in cube form. It had circuitry running under the floors and behind the walls. So you could hit a switch on one side, and it would open a door on the other side. So it was a big puzzle. In order to really get the most out of these levels you would have to NOT play it like Minecraft. You couldn't just break down a wall to progress and you couldn't put any item you want in your inventory. You had to work only with items that were provided in chests throughout the level.
So there are plenty of things to do and different ways to enjoy it. It sounds like your not letting yourself enjoy it. You already decided you don't want to like it and you don't give it a chance or use your imagination like you used to do with LEGOs. I've seen my niece and her friend build an entire town. There was a school bus, you walk inside and there was an underground tunnel that led to another bus on the other side of town, so it looked like you traveled on the bus when you walked through the tunnel and came out of another bus.
I really didn't expect to write so much...
The distinction is that some games give you more ACTIONS than FREEDOM. Restraints are just as powerful as tools... A game is only as unique as how actions the player has, and how long before they get boring.
Minecraft is actually very similar to an RPG. Just replace the shopkeeper with the ground. You're given a world that will try to kill you, resources, and a distant end goal, and whatever goals you set for yourself. There's no binding story, true, but you get stronger by going to more dangerous parts of the world. The world is your clay here - you can face monsters, or build a city - but a play-set is all you get here.
Dwarf Fortress Adventure mode. While usually you can't craft anything, there are mods that let you craft like in DF mode. I won't talk about that, though. In this game, it is very much organically going on without you. While you go around trying to kill vampires, the town you got the quest from might literally be taken over by bandits by the time you got back. you can incite rebellions, or lead your own. Rescue kidnap victims and return them to their families. You can track down forgotten beats, dragons, and demons. You can descend into hell. Become a necromancer, or command demons. Become a serial killer, or robber baron. This game offers you no end, but there is a lot of things to do. You can only alter the world in DF mode though, so you might have to switch back and forth.
No Man's Sky: As far as I can tell, other than a push towards the centre of the galaxy, I can't see what the draw is. A game is only as unique as how many actions the player has, and how long before they get boring, right? Well, as far as I can see, the player's actions are shooting, flying, and going to different planets, and looking at things. A beautiful world is only interesting if I can do interesting things with it. A wonderfully generated monster is only interesting if it is harder to kill than the last one. Hell, even the MUSIC in this game is generated. There's a rudimentary faction system, in that you can piss groups off by killing them, or make them like you again by healing or helping them... No dialogue. No Quests. Just you, being able to move around, buy and sell, and shoot. Oh, and you can destroy some terrain. There's no feeling here. No substance. No plot other than what can be written on the back of a napkin.
Minecraft is actually very similar to an RPG. Just replace the shopkeeper with the ground. You're given a world that will try to kill you, resources, and a distant end goal, and whatever goals you set for yourself. There's no binding story, true, but you get stronger by going to more dangerous parts of the world. The world is your clay here - you can face monsters, or build a city - but a play-set is all you get here.
Dwarf Fortress Adventure mode. While usually you can't craft anything, there are mods that let you craft like in DF mode. I won't talk about that, though. In this game, it is very much organically going on without you. While you go around trying to kill vampires, the town you got the quest from might literally be taken over by bandits by the time you got back. you can incite rebellions, or lead your own. Rescue kidnap victims and return them to their families. You can track down forgotten beats, dragons, and demons. You can descend into hell. Become a necromancer, or command demons. Become a serial killer, or robber baron. This game offers you no end, but there is a lot of things to do. You can only alter the world in DF mode though, so you might have to switch back and forth.
No Man's Sky: As far as I can tell, other than a push towards the centre of the galaxy, I can't see what the draw is. A game is only as unique as how many actions the player has, and how long before they get boring, right? Well, as far as I can see, the player's actions are shooting, flying, and going to different planets, and looking at things. A beautiful world is only interesting if I can do interesting things with it. A wonderfully generated monster is only interesting if it is harder to kill than the last one. Hell, even the MUSIC in this game is generated. There's a rudimentary faction system, in that you can piss groups off by killing them, or make them like you again by healing or helping them... No dialogue. No Quests. Just you, being able to move around, buy and sell, and shoot. Oh, and you can destroy some terrain. There's no feeling here. No substance. No plot other than what can be written on the back of a napkin.
author=kentona
which is probably why I gravitated to space or castle lego, and city lego was boring (stories are always better with dragons or IN SPACE)
What about those carchases through the streets of lego city. The most important thing is that the thing you're building has wheels. And then you can go all Mad Max on the living room carpet.
I've played a fair bit of Minecraft and I do get bored from time to time. But then there's also times when it's all about the "project". In combination with the survival elements and searching for stuff it becomes rather exciting to hunt for iron and gold in tunnels deep underground while trying not to get lost and also not to die. There is a game in that. Though it is a game of collecting things. (gotta catch 'em all)
Of course I really just like digging. So I can mine away in Minecraft and Terraria, making intricate mineshafts that I can find my way home in and never knowing when you're going to hit a scary open place filled with horrors.
The downside for me is of course similar to yours in that when it is all procedurally generated finding a certain hole is not particularly interesting, because there's not... "stuff" in it. Unlike designed open world games (I'm thinking Fallout: New Vegas for example) where you can find a location and although there's no notes or whatever there, there is a story behind each location. I'm also thinking of Dead State, the indie zombie RPG. Where every location was carefully crafted and each one told a certain story about what might have happened at that location. It was still open world (though probably not goalless, not entirely), but every encounter was designed. (or that's how it seemed anyway)
I really enjoy goalless games. But I guess not so much the "possibilities are endless" goalless. But one of my favourite game series is Football Manager. And that game is fairly goalless. Yes I guess the goal is that your team is going to do well. But that's no different than the very basic goal of not dying in Minecraft. It's all about how the approach. Goallessness and constant progress.
Or like Grand Strategy games, or more specifically the grand strategy RPG Crusader Kings (2). In these games the "goal" is to get as many points as possible, but just like how few people care about the dragon in Minecraft, few people care about actually conquering the world in Crusader Kings.
I don't know there always seem to be some goal to attain in these games. It's often just self-determined. And they can be switched halfway through. Like side-quests.
As usual I don't really know what I'm writing. Because it was stop start. I just don't know if lack of an overarching goal means that there's a lack of any goals. (though I haven't gotten back to Elite: Dangerous in a while because that was maybe a bit too goalless... But it was also very pretty :)
author=Shinan
The downside for me is of course similar to yours in that when it is all procedurally generated finding a certain hole is not particularly interesting, because there's not... "stuff" in it. Unlike designed open world games (I'm thinking Fallout: New Vegas for example) where you can find a location and although there's no notes or whatever there, there is a story behind each location. I'm also thinking of Dead State, the indie zombie RPG. Where every location was carefully crafted and each one told a certain story about what might have happened at that location. It was still open world (though probably not goalless, not entirely), but every encounter was designed. (or that's how it seemed anyway)
I really enjoy goalless games. But I guess not so much the "possibilities are endless" goalless
Yeah - there's just no soul in looking at things - there has to be a REASON to make you want to go out and explore. Something to FIND. It can be a corpse placed in a way that suggest something happened. A unique monument. A book, or a note. A treasure. A monster. But it all has to be something you won't find repeated 100 times somewhere else on the planet.
Finding a floating robot near some camels is not the same as finding a bandit cave with pickaxes and long tunnels curiously close to a bank.
author=Link_2112But that's what I was saying - I didn't just build for the sake of building when I played with LEGOs. That doesn't hold appeal for me.
So there are plenty of things to do and different ways to enjoy it. It sounds like your not letting yourself enjoy it. You already decided you don't want to like it and you don't give it a chance or use your imagination like you used to do with LEGOs. I've seen my niece and her friend build an entire town. There was a school bus, you walk inside and there was an underground tunnel that led to another bus on the other side of town, so it looked like you traveled on the bus when you walked through the tunnel and came out of another bus.
I really didn't expect to write so much...
On a more meta level, I feel kind of the same way with art - I don't feel satisfaction or the urge to make art (paint, sculpt, draw, etc...) for the sake of art or to have something to passively experience. I need to have something tangible or practical at the end. So game making, or writing, or woodworking all hold appeal, because at the end of the process I have something I can experience or interact with.
So creating for the sake of creating isn't for me. And that seems to be the driving factor behind these open world games. And it's not something I just "decided", it's something I've discovered about myself over time.
E:
on a side note, learning recently that there is an end boss dragon makes Minecraft 1000x more appealing to me in my mind.
E2:
author=Shinanplus it was football so it was always going to be pretty goalless dohohohoho!
I really enjoy goalless games. But I guess not so much the "possibilities are endless" goalless. But one of my favourite game series is Football Manager. And that game is fairly goalless. Yes I guess the goal is that your team is going to do well. But that's no different than the very basic goal of not dying in Minecraft. It's all about how the approach. Goallessness and constant progress.
author=kentona
On a more meta level, I feel kind of the same way with art - I don't feel satisfaction or the urge to make art (paint, sculpt, draw, etc...) for the sake of art or to have something to passively experience. I need to have something tangible or practical at the end
That's a great way of putting that, something to passively appreciate vs. practically interact with.
author=kentona
E:
on a side note, learning recently that there is an end boss dragon makes Minecraft 1000x more appealing to me in my mind.
Minecraft has come a LONG way from its initial release. Recent updates really flesh out the "sandbox" factor so you can give yourself a lot more goals, from finding horses to domesticate and name, finding villagers to trade items with, exploring dungeons, etc. I definitely recommend you play it now.
On topic, the appeal of these games mostly come from the fact that I like roleplaying. I don't care that these games don't have a tangible goal in mind, that's not the point. That goal and its tangible reward is what you give to it, and the key to making such a game successful is to allow many different possibilities the player can achieve.
That being said, I can understand why people wouldn't stand it, because not everyone plays games with that goal of roleplaying in mind.
In RPGs I sometimes try hard to roleplay, but it inevitably devolves into munchkining my char, regardless of my original intent.
In oblivion, my goals were to go into every cave along the way I encountered from one city to the other. At the very least, around the Imperial city. There was a lot of questing.
But I have Umbra, the most powerful weapon in the game, so I got that going for me which is nice.
But I have Umbra, the most powerful weapon in the game, so I got that going for me which is nice.
The problem that I have with open world pointless games like Minecraft/Terraria/Starbound/No Man's Sky/Indie Game 2015 is that I'm an artist and a creator who enjoys worldbuilding and storytelling. I don't see the fun in making some dumb building in minecraft when I could sprite some tiles or write some lore or do something really interesting in my own toolset.
A more advanced problem random gen games run into is that they're just the same 10 or 15 things repeated forever. Minecraft gets boring when you realize that you've probably seen everything after about 2-3 hours of playing, except for the tacked on stuff like the End (read: useless thing they added to try and pretend the game has a story/end goal) or ultra rare (read: time waster) stuff like mushroom biomes.
People say there's fun in the exploring, but there's nothing to explore. You start the game and you've seen everything. Give me a built up world, with lore and history to explore (ex. Elder Scrolls), and I'll be a happy camper.
Plus it doesn't help that these games are pretty much entirely badly developed/updated as soon as they're released. The way Minecraft played out was fucking sad, and as for Starbound... Is that even being developed anymore? People seem to make these games and then disappear into the money cloud as soon as they get popular.
As for No Man's Sky, while I was intrigued by it, it'll end up being the same thing and Starbound. After a while of playing you'll realize that you're in a world of the same thing repeated and patched together by a computer, and it'll start to suck. I don't buy these games anymore because I have better things to do than support boring devs.
Basically whenever I see "randomly generated" or "roguelike elements" on a game's description I just back away slowly and never return.
A more advanced problem random gen games run into is that they're just the same 10 or 15 things repeated forever. Minecraft gets boring when you realize that you've probably seen everything after about 2-3 hours of playing, except for the tacked on stuff like the End (read: useless thing they added to try and pretend the game has a story/end goal) or ultra rare (read: time waster) stuff like mushroom biomes.
People say there's fun in the exploring, but there's nothing to explore. You start the game and you've seen everything. Give me a built up world, with lore and history to explore (ex. Elder Scrolls), and I'll be a happy camper.
Plus it doesn't help that these games are pretty much entirely badly developed/updated as soon as they're released. The way Minecraft played out was fucking sad, and as for Starbound... Is that even being developed anymore? People seem to make these games and then disappear into the money cloud as soon as they get popular.
As for No Man's Sky, while I was intrigued by it, it'll end up being the same thing and Starbound. After a while of playing you'll realize that you're in a world of the same thing repeated and patched together by a computer, and it'll start to suck. I don't buy these games anymore because I have better things to do than support boring devs.
Basically whenever I see "randomly generated" or "roguelike elements" on a game's description I just back away slowly and never return.
Minecraft also has the appeal of playing the game in different ways. By which I mean, people will create story maps using 'event triggers' that allow you to progress. There are a lot of adventure maps created by people which are free to download and try. A lot of them are really good and different too!
Then there's the mods. Good god, the mods. So many mods. And things like Feed the Beast/AT/Technic launchers which have packs of mods you can download like Hexxit, which is geared around conquering dungeons that are prebuilt and scattered around or Agrarian Skies where you are stranded on a block in the sky with only a tree, bonemeal and a few other items and need to follow quests in order to survive (I love AS - all the mods work so well together).
Then there's the servers which allow for multiplayer experiences. Some have minigames like Hunger Games, Hide and Seek, Battle Siege, Dragon Run, Spleef... among many others. (Hunger Games is basically a group of people in a premade map littered with chests. They run, collect armour and weapons before a certain time while dodging other players who aim to kill them and be the last left. Hide and Seek has different variations. In one you turn into an animal of some kind and the seekers have to kill all the animals. In another you choose a block on a preset map and have to hide well enough that the seekers can't kill all of you. If you get found you turn into a seeker. Battle Siege is as it sounds - assigned a group that either attack or defend and have to protect the base - there's also capture the flag/wool. Dragon Run is basically a parkour map (jumping on blocks with holes between them) and trying to get the furthest/to the end of the course while the Ender Dragon chases you all down. Spleef is basically digging the ground out from others around you to have them fall to their death while trying not to fall to your own.) They are all a lot of fun.
One of the settings I like in the game is something called Flatlands which creates a land that is basically just flat grass with bedrock under. You have to run from one village to the next, collecting a bunch of stuff to survive. It can be hectic and crazy, because come night mobs spawn around the village you're in and will kill villagers. I always aim to get a horse so I can get from place to place fast.
I'm also fond of Skyblock - no two are the same. (Tree, block of dirt, lava bucket and water. Survive.)
But even playing normal Minecraft can be fun if you give yourself a challenge. One time I challenged myself to travel the land and protect any village I found from the night (shoring up defences by fencing the area to keep zombies out and lighting everything up.) Another time (one i'm currently playing) I'm RPing an exile who keeps a diary about what they've been doing every day. I'm accompanied by a 'couple' (villagers) and a horse and have had to wrangle a life in the hostile environs. I've set rules for myself - for example, I can't keep animals I can't feed (so if I have two wheat and three cows, I have to kill the third cow).
Couple these with one-shot worlds (if you die they get deleted) and there's the challenge of no dying.
Really, there's so much that can be done with the game - and I haven't even touched on just building cool castles and stuff or playing with your friends on a private server (which is infinitely more fun... as long as they don't drop the game and leave you alone in the world ;.; ).
Then there's the mods. Good god, the mods. So many mods. And things like Feed the Beast/AT/Technic launchers which have packs of mods you can download like Hexxit, which is geared around conquering dungeons that are prebuilt and scattered around or Agrarian Skies where you are stranded on a block in the sky with only a tree, bonemeal and a few other items and need to follow quests in order to survive (I love AS - all the mods work so well together).
Then there's the servers which allow for multiplayer experiences. Some have minigames like Hunger Games, Hide and Seek, Battle Siege, Dragon Run, Spleef... among many others. (Hunger Games is basically a group of people in a premade map littered with chests. They run, collect armour and weapons before a certain time while dodging other players who aim to kill them and be the last left. Hide and Seek has different variations. In one you turn into an animal of some kind and the seekers have to kill all the animals. In another you choose a block on a preset map and have to hide well enough that the seekers can't kill all of you. If you get found you turn into a seeker. Battle Siege is as it sounds - assigned a group that either attack or defend and have to protect the base - there's also capture the flag/wool. Dragon Run is basically a parkour map (jumping on blocks with holes between them) and trying to get the furthest/to the end of the course while the Ender Dragon chases you all down. Spleef is basically digging the ground out from others around you to have them fall to their death while trying not to fall to your own.) They are all a lot of fun.
One of the settings I like in the game is something called Flatlands which creates a land that is basically just flat grass with bedrock under. You have to run from one village to the next, collecting a bunch of stuff to survive. It can be hectic and crazy, because come night mobs spawn around the village you're in and will kill villagers. I always aim to get a horse so I can get from place to place fast.
I'm also fond of Skyblock - no two are the same. (Tree, block of dirt, lava bucket and water. Survive.)
But even playing normal Minecraft can be fun if you give yourself a challenge. One time I challenged myself to travel the land and protect any village I found from the night (shoring up defences by fencing the area to keep zombies out and lighting everything up.) Another time (one i'm currently playing) I'm RPing an exile who keeps a diary about what they've been doing every day. I'm accompanied by a 'couple' (villagers) and a horse and have had to wrangle a life in the hostile environs. I've set rules for myself - for example, I can't keep animals I can't feed (so if I have two wheat and three cows, I have to kill the third cow).
Couple these with one-shot worlds (if you die they get deleted) and there's the challenge of no dying.
Really, there's so much that can be done with the game - and I haven't even touched on just building cool castles and stuff or playing with your friends on a private server (which is infinitely more fun... as long as they don't drop the game and leave you alone in the world ;.; ).
One of the things I marvel about open world games is the technical achievement of creating a universe of objects. As a creative person, I usually play games/watch movies/listen to music to admire the artistry of others. I very rarely go into experiencing a piece of media purely for entertainment purposes. When I first played Minecraft in the alpha stages, I was flabbergasted. "This is an immensely original game!" I thought. "Why haven't they made this type of game before! This is genius! I can't believe no-one's done this so far. A real and actual survival game that makes sense!" And then I hear others saying, "What's the point?" I don't care if there's a point or not, I'm here to admire how, in an open-world "goalless" game, he's managed to create a universe of objects that you can interact with in a host of freely available ways. To this day, Minecraft has one of the most robust crafting systems I have ever come across. Its voxel-based system simply makes sense. To those who dislike randomly-generated content and the impersonal force of the lack of objectives, I can understand. But to be able to randomly generate entire universes of game content is a marvel that I can only sit back and applaud, and I think others should too.
The point is, some open world games like Minecraft are innovative, and I'm afraid to say that people don't prize innovativity nearly as much as they should nowadays. People are basically saying, "Oh yeah, artists just do what's different, not what's FUN and I'm only here to be entertained." But some of their favourite games would have only existed if certain people pushed boundaries and made advances towards new styles of gaming. Heck, RPGs came from a dude adapting a famous board game to the computer screen and it was a hit. We need more Papers Pleases, Starseed Pilgrims, Braids, Antichambers and Portals to advance gaming as a whole. We need more Minecrafts and more games that explore open world gaming. If we don't have these games, we'll stay stagnant.
So, in a sense, even if one doesn't appreciate open world "goalless" games as a hobby, there should be a critical viewpoint where you can separate yourself from that bias and say, "Is this a step forward in gaming?" Which it is.
The point is, some open world games like Minecraft are innovative, and I'm afraid to say that people don't prize innovativity nearly as much as they should nowadays. People are basically saying, "Oh yeah, artists just do what's different, not what's FUN and I'm only here to be entertained." But some of their favourite games would have only existed if certain people pushed boundaries and made advances towards new styles of gaming. Heck, RPGs came from a dude adapting a famous board game to the computer screen and it was a hit. We need more Papers Pleases, Starseed Pilgrims, Braids, Antichambers and Portals to advance gaming as a whole. We need more Minecrafts and more games that explore open world gaming. If we don't have these games, we'll stay stagnant.
So, in a sense, even if one doesn't appreciate open world "goalless" games as a hobby, there should be a critical viewpoint where you can separate yourself from that bias and say, "Is this a step forward in gaming?" Which it is.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Pizza, it's funny, because I'd say Elder Scrolls has exactly the same problems you're describing as well. It's full of random nothing that, while not randomly generated, mostly might as well be. There's way too much meaningless space-filling garbage that has nothing to do with the plot or the main objectives or the quests, and has no story worth learning. Just empty buildings and random farms with nothing to do, and way too much endless space in between them. There's no point in exploring any of it, because there's nothing to find except random meaningless locations. When a location is given named characters, they usually have less story than a random fetch quest in an MMORPG. When they do have any more depth that that, it's sometimes impossible to see it simply because the game doesn't give you any indication to hang around - nothing is treated as important. Bethesda could have deleted 60% of the buildings and people, and 90% of the wilderness, and the game would have been vastly better for it.
Basically, when people are making RPG Maker maps, we tell them to condense things. Do you understand why we do that? Skyrim needs to do that. Focus is important.
On the other hand people like Minecraft for the same reason they like SimCity, or even RPG Maker. That part is easy for me to understand. You build your own story into it, just like Kentona did with legos. If you were just exploring the randomized world it would be boring, but you're not - you're creating something non-random out of it. You craft and forge the materials it gives you, and you struggle to build a meaning with them. It doesn't appeal to me much, but only because I am already too invested in RPG Maker to switch worldbuilding platforms now.
Basically, when people are making RPG Maker maps, we tell them to condense things. Do you understand why we do that? Skyrim needs to do that. Focus is important.
On the other hand people like Minecraft for the same reason they like SimCity, or even RPG Maker. That part is easy for me to understand. You build your own story into it, just like Kentona did with legos. If you were just exploring the randomized world it would be boring, but you're not - you're creating something non-random out of it. You craft and forge the materials it gives you, and you struggle to build a meaning with them. It doesn't appeal to me much, but only because I am already too invested in RPG Maker to switch worldbuilding platforms now.
author=pianotmThe goal is what you make it. There are challenges and achievements for doing certain things like 'finishing' the game (killing the Ender Dragon) or finding diamonds, tipping cows (collecting leather), getting wood and conquering underwater temples.
I never realized there was no goal in Minecraft. Now I want to play it.
You can brew potions, explore caves/caverns/temples/dungeons, find loot, establish villages, create a world.
It's very easy to get invested into it.
There's this one guy who does LPs and hated the idea of Minecraft for years, constantly putting it down when it got mentioned. Two weeks ago he finally got asked by his financial supporters to do a series of it and he went into it joking that he'd probably hate it. Surprise, surprise - he's had a bit of an adventure and realised he's enjoying himself. Of course, he's about as dumb as a bag full of rocks at times ("How do I make sticks again?") but he did point out some things that are wrong with the game - lack of tutorials, for example.
He has a point, it's not a game you can just pick up and just understand how to do things. You need to have checked out some sort of tutorials to know how to make stuff - which is why NEI is one of the most used mods (Not Enough Items shows a sort-of dictionary of items in the game and how you can make them. It's great.)
His videos reminded me strongly of the first time I played and how I didn't know how to knock down a tree to get wood to build with. (To be fair, I had watched a few videos before getting the game... but I'd watched ones where the people were already far into gameplay and using mods, so I didn't realise how to do the basic stuff at all.) And I died a lot before I truly understood what to do.
Step 1 - punch tree for wood.
Make pickaxe. Gather stone. Make stone tools. Gather wood. Build shelter (or dig out a cave for shelter). Make stove, cook logs for charcoal if you haven't found coal, go mining for coal/iron, upgrade tools, build armour, go exploring... do whatever next.
Or just go and loot villages for goods. Or play in creative and build with all the blocks instead. Or do whatever you want. Use it to only play server minigames. It's such a versatile game.
Add mods and it's a lot more interesting with a lot more stuff to make. XD
In my opinion, life in itself is goalless. Minecraft is like a simulator based on the real world, but with its own tweaks and limitations.
Minecraft can be boring to play alone, but I guess I would say the same about real life.
There's also a lack of tutorial. You learn from elsewhere.
And I suppose you can apply the same idea as from real life, and as Liberty said above -
Minecraft is real life in game-form!
I'd say goalless games are all about using your own imagination if you are okay with the world and the possibilities the game is giving you.
Minecraft can be boring to play alone, but I guess I would say the same about real life.
There's also a lack of tutorial. You learn from elsewhere.
And I suppose you can apply the same idea as from real life, and as Liberty said above -
The goal is what you make it.
Minecraft is real life in game-form!
I'd say goalless games are all about using your own imagination if you are okay with the world and the possibilities the game is giving you.
I think most people have that idea in mind (me included).
Although a lot of things are applied from real life, ultimately it isn't, right?
You're offered other possibilities and another life within the game.
That in itself is a big enough break from reality.
You could say that about (almost) any game though.
Although a lot of things are applied from real life, ultimately it isn't, right?
You're offered other possibilities and another life within the game.
That in itself is a big enough break from reality.
You could say that about (almost) any game though.
I've never played Minecraft. My sister did. She did so for several months. She doesn't play games otherwise. Or she does but not with such a passion.
I like other goalless games. Crusader Kings 2 are superb, The Sims 2 were always fun. Going on rampage in GTA never gets old. Actually, I don't like goals sometimes. I don't want to fight anymore, keep getting stronger. I want my tight realm and just live. Then I look out the window.
~Time to throw something out.
I like other goalless games. Crusader Kings 2 are superb, The Sims 2 were always fun. Going on rampage in GTA never gets old. Actually, I don't like goals sometimes. I don't want to fight anymore, keep getting stronger. I want my tight realm and just live. Then I look out the window.
~Time to throw something out.
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