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#i don’t anticipate the hyperfix lasting longer than me playing all the games i can but that was the fastest month ever
cinnamontoads · 4 months
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how has it almost been already a month in the metal gear solid tar pit
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writingonjorvik · 3 years
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Can We Discuss Game Hiatuses?
I want to preface this enter post with the comment that I am absolutely not saying "Oh, if you're not enjoying SSO, you should just leave the community." That's a bad argument used against criticism that I do not promote. However, I am going to talk about how if you're not enjoying SSO, why you should take a pause from playing.
I'm going to generally credit @centeris2 on this topic, because while I'm not using direct quotes (because private convos aren't exactly the style I want to use for Can We Discuss), we had a long conversation about this topic and she made a lot of good points for this that I wanted to discuss. Some of these points are based on her opinions, a lot of out thoughts blurred together so it's hard to directly credit, and she gave me the ok to talk about it and use her thoughts.
In any case, let's start with the fact that it is perfectly normally to like something and still drop it for years at a time, or to not directly engage with it. For instance, I adore the Legend of Zelda franchise (were it not obvious from my recent to be rescheduled event), but I haven't personally picked up a LOZ game for a year-ish now when I replayed Minish Cap. That doesn't revoke my LOZ fan card, that's a perfectly normal thing to do. Most of you will have done this throughout your life, more and more recognizably as you get older.
This however can get blurred by fandom. It is very often that folks with hyperfixations on a thing, who may or may not engage with something more regularly than other media, will get involved in fandom and make a lot of content for that fandom. These people can produce loads of content on a piece of media and this can fuel a community, even if the rest of the community isn't actively engaging with that media. It also doesn't specifically mean that people with hyperfixations are constantly engaging with that media. Going back to that LOZ example, I wrote LOZ fanfic for years without actively playing more than one LOZ game maybe a year or two. Content can be queued, be entirely original outside of the media, and still last a long time and engage with the fandom at large.
The point is to say, even if you make content and enjoy a piece of media, you don't have to actually be playing/reading/listening/watching it constantly. In fact, normally modern fandom culture makes that pretty easy to do, though it can sometimes make us feel like we're still engaging directly with the media even if we're technically not. But it's good to take a step back and acknowledge that. A lot of younger fans in fandom have a hard time with this, which is why I'm taking the time to point it out. A lot of young fans will hyperengage in a fandom because they want to be involved in this fandom they love, only to burn themselves out and be turned away by their frustration. It's important then to acknowledge this scenario to encourage better, healthier involvement with fandom. Still, in this situation, you can easily bow out of a fandom if you need to take a break and then come back when something new happens in it, like a new release or update. This may feel like a fandom "dies" when a piece of media ends, but for active media, it's a normal and healthy thing to do.
SSO on the other hand does not encourage the ability for people to take a break, or at least it does it at the detriment of the player. Because of the weekly updates, players are constantly checking for the chance that there is something interesting coming out. This is somewhat addressed by the monthly roadmaps the team has been putting out, but that also just extends the period of time people are waiting for news and they're still staying in the release cycle for more clarification. For instance, we know Silverglade Village is getting an update at the end of the month, but knowing SSO's release cycle, are they going to tease some more of the changes? Are they going to reveal how wide the area of update is going to be? Will any NPCs get updates with it? This is still in the weekly cycle and it keeps players from building up actual suspense for updates if we know when content is coming out. It also takes away a lot of suspense when the content isn't main content, like new areas or story. While the suspense for the Fripp quests I would say were quite large, I wouldn't say that any of the other updates have shared the same attention. This is why most companies will release roadmaps for quarters or for a year.
And this isn't to say that SSE as a company shouldn't be releasing media content weekly, they should. That's good social media. But there are ways to engage with fans that don't drag out a reliance to engage weekly, things like community contests, highlighting fans, or promoting fanmade content. But when every update is super in the eyes of social media, fatigue and apathy are going to start to kill actual excitement unless it's something major.
I don't think it's a secret that I think the weekly updates aren't good for the game on the development side. I think it creates a pseudo-crunch culture on the developers so that they can't work on larger projects that players are asking for, like an engine overhaul (it took FFXIV two years to do theirs, when are the devs supposed to have time on SSO to switch now). But, I also don't think it's good for the players. Yes, there's something every week, but how are players actually engaging each week and how much time can we build up anticipation or get excited when each week that gets diffused by something that's not super exciting the majority of other weeks? Which doesn't mean that that content is bad, but it clearly builds frustration in the community to have "filler" content. When's the next story quests, when's the next map expansion, when's the next major mechanic being added, etc. We're constantly discussing the next big thing and then finding reasons to be excited in the meantime. This does not spark joy.
But in order to take a break, either you need to be on top of your Stable Care (likely to pull you back in), or just stop caring about your horses while you're away (unlikely considering the horse girl is strong in this community). The first requires Star Coins, which is arguably saying "You have to pay real money to take a break," and the second is actively punishing you mechanically for not being committed to playing. Neither of those allow the player to take healthy, normal breaks from the community to engage in other things. And that's an issue.
Yes, MMOs need regular engagement. Active servers and participation are a part of what makes them more marketable. But there are ways to do that without penalizing players. And I'm not suggesting that the care system needs to be entirely removed, but it does need to be entirely reworked so players can leave the game without coming back penalized. Things like the care system not affecting stats, but increasing your RNG for finding doubles of crafting items, or doubling your shilling rewards from dailies. WoW's inn system rewards players for taking breaks by double your exp gain longer depending on how long you were away. Others like Guild Wars 2 will give you log in rewards that build up to bigger prizes over time. There are ways to do this.
And I understand that a lot of folks like the current care system because it's realistic. But there has to be a line in game development where enjoyment in a game is prioritized over the realism of the game, not to mention the health of the player. Yes, the daily care system is more realistic, but if it is developing an obsessive habit of play to enjoy content that is, realistically, months to years down the line, that's not good for the player and should be changed so players can break from the game without coming back to punished controls. There are better systems that can still be realistic, things like crafting feed schedules to recover health boosts faster instead of having to see the vet, increasing how often the mood goes up so it doesn't take a whole week, changing it so when taking a horse for a ride the mood will increase every 10 or so minutes by engaging with a horse you like. Rewarding players for getting on and playing the game instead of making them dread missing when they should be coming back with excitement for the game.
All of that said, I want to encourage all of you to play more games where you can. I know there are system limitations, restricted budgets, and sometimes regional limits because of limited languages or just straight regionlocks. But in the same way reading makes you a better reader and writer, gaming makes you a better gamer (and developer/designer if you go that route). It helps you identify what you like in games and in the same way that reading other things makes coming back to your favorite all that much better, so does playing other games. I'm going to reblog this in a bit with some games I'd recommend with links to Steam and Epic and I'd encourage you all to do the same.
The takeaway I hope to give is that it's normal and healthy to take a break from games. You can still engage with media without directly engaging with it through fandom. SSE can do more to not penalize players for wanting to take a break, and should. And where you can, you should play more games and break for the health of your relationship with a piece of media you like.
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