Well, after a long hiatus I'm kind of back again.
Just to highlight to this thread :
"How many killings do we still have to do ?"
A snippet from the original posting :
Well … yes. He does have a point.
One of the reasons why I was absent here and why I don't play games that much anymore is just this : I'm inherently tired of killing NPCs, or animals, or whatever … "The thrill is gone", to quote one older blues song. And the taste is gone, too.
I assume that I'm just too old for playing "killing games" these days. I'll be actively looking out for games with no killing at all … And yes, I think I should replay "SIM's Medieval" again …
In one article I cannot find again (I think it was at PCGamesN, en English-language web site), people were actually looking forward to kill NPCs and get XP for that in the coming years (the theme was "the golden age of gaming", and the people in the comments section were believing that shooters etc. were the pinnacle of gaming - one even decided that Hitman was the pinnacle of current gaming). Maybe the discussion was held rather by shooter players, but to me … well, I grow deeply tired of having to kill ANYTHING.
And, besides, the concept of killing NPCs / Animals etc. for getting/receiving xp is "winning itself to death".
This is a term I had learned in an discussion about Capitalism, which is - according to that discussion "winning itself to death" as well.
This term means that a thing, a concept, is SO MUCH successful, that it just doesn't generate any alternative anymore. There just isn't. It's a one-way road (or world).
"Killing for getting xp" is so much successful that people have simple unlearned how to play nonviolent games, I dare to say. At least I believe so for certain game genres.
Tis is so deep that people just cannot imagine ANY OTHER approach anymore to get experience points.
Which is, I fear, the reason why everyone was looking away from SIM's Mediaval : It was TOO DIFFERENT from that overly successful concept.
Even I have no idea how experience points could get gained in an nonviolent way.
Okay, in some games the fulfilling of quests gives far more xp than killing, but killing just stays there.
As someone comments on the above linked SWTOR discussion :
Besides, it's one of the reason why I lost interest in SWTTOR almost completely - even with that new story.
Edit : I bought Stardew Valley now. I should have done that so much earlier …
Just to highlight to this thread :
"How many killings do we still have to do ?"
A snippet from the original posting :
My point is so far there is only essentially down to its root TWO things to do in the game. Yea, only TWO things to do down at the root. I am not talking about the variety of things to do (which is a handful) but the fundamental principles of game play here.
The TWO things to do is:
(1) KILL NPC (aka PvE)
(2) KILL other player (aka PvP)
Well … yes. He does have a point.
One of the reasons why I was absent here and why I don't play games that much anymore is just this : I'm inherently tired of killing NPCs, or animals, or whatever … "The thrill is gone", to quote one older blues song. And the taste is gone, too.
I assume that I'm just too old for playing "killing games" these days. I'll be actively looking out for games with no killing at all … And yes, I think I should replay "SIM's Medieval" again …
In one article I cannot find again (I think it was at PCGamesN, en English-language web site), people were actually looking forward to kill NPCs and get XP for that in the coming years (the theme was "the golden age of gaming", and the people in the comments section were believing that shooters etc. were the pinnacle of gaming - one even decided that Hitman was the pinnacle of current gaming). Maybe the discussion was held rather by shooter players, but to me … well, I grow deeply tired of having to kill ANYTHING.
And, besides, the concept of killing NPCs / Animals etc. for getting/receiving xp is "winning itself to death".
This is a term I had learned in an discussion about Capitalism, which is - according to that discussion "winning itself to death" as well.
This term means that a thing, a concept, is SO MUCH successful, that it just doesn't generate any alternative anymore. There just isn't. It's a one-way road (or world).
"Killing for getting xp" is so much successful that people have simple unlearned how to play nonviolent games, I dare to say. At least I believe so for certain game genres.
Tis is so deep that people just cannot imagine ANY OTHER approach anymore to get experience points.
Which is, I fear, the reason why everyone was looking away from SIM's Mediaval : It was TOO DIFFERENT from that overly successful concept.
Even I have no idea how experience points could get gained in an nonviolent way.
Okay, in some games the fulfilling of quests gives far more xp than killing, but killing just stays there.
As someone comments on the above linked SWTOR discussion :
It's kind of sad how people react to this request. Neither is it unplausable
nor is it unrealistic / undoable.
Besides, it's one of the reason why I lost interest in SWTTOR almost completely - even with that new story.
Edit : I bought Stardew Valley now. I should have done that so much earlier …
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