[HN Gopher] Most gamers prefer single-player games
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       Most gamers prefer single-player games
        
       Author : omnibrain
       Score  : 133 points
       Date   : 2024-10-03 17:22 UTC (5 hours ago)
        
 (HTM) web link (www.midiaresearch.com)
 (TXT) w3m dump (www.midiaresearch.com)
        
       | olliej wrote:
       | My feeling is that there are basically three reasons for the
       | focus on multiplayer:
       | 
       | * cheap out on development: essentially just have a few low
       | detail maps that people play constantly
       | 
       | * people want to look "unique" so you can charge them for near-
       | zero-cost assets
       | 
       | * people don't complain when you say "must have an internet
       | connection"
       | 
       | All of which are garbage reasons to me and just mean fewer good
       | games, and less reason to buy them (I'm uninterested in buying a
       | game if it is just going to stop working in a year because
       | they're no longer selling it).
       | 
       | If I want to be subject to swearing and shitty behavior is just
       | become a high school teacher.
        
         | The_Stone wrote:
         | Add to this the appeal of a live service model:
         | 
         | * Committed playerbase that stays around for a long time
         | 
         | * Dev time focused on making new assets and gamemodes etc.
         | rather than needing to develop entire new games
         | 
         | * Designed with an intentional grind (leveling systems, battle
         | passes, random drop chances) which slows down player
         | progression to acquire before-mentioned aesthetic items or even
         | mechanically important upgrades, can provide shortcuts via
         | payment
         | 
         | Of course, new live services are sinking now because each one
         | depends on attention economy. If potential players are already
         | committed to a different live service, they don't have the time
         | or interest to re-commit to some other new one.
         | 
         | We've been watching for years now as major companies sink
         | millions into games that are DOA because they never actually
         | had an audience willing to commit to yet another major
         | continuing time investment that these games represent.
        
         | cdchn wrote:
         | I think the real reason for focus on multiplayer is that it
         | keeps the game fresh without things that are really half-baked
         | like procedural world gen. That drives engagement- keeping
         | people playing- which gives companies more opportunities to
         | sell microtransactions, skins, etc.
        
       | GiorgioG wrote:
       | I'm probably in the minority, as I've gotten older, I no longer
       | enjoy single player games. I'd say most gamers have gotten pretty
       | pissed off that we're paying for AAA titles and then still being
       | bombarded on a game-by-game basis for battle passes (basically
       | add-on subscriptions).
        
         | SV_BubbleTime wrote:
         | Stop playing AAA.
         | 
         | Subnautica, Outer Wilds, Hollow Knight, Hades, Tunic / Death's
         | Door... Indie is where it's at man.
         | 
         | The only AAA I've loved in years was Red Dead 2... my horse :(
        
           | VyseofArcadia wrote:
           | You don't even have to go full indie. There are plenty of
           | amazing games that are maybe best described as AA instead of
           | AAA. Let me start by recommending most of Nintendo's catalog.
        
             | Narhem wrote:
             | Quicker games that can be easily put down and picked back
             | up and don't break the bank. Nintendo catered to their
             | audience as the company grew.
        
           | vundercind wrote:
           | As with similar complaints about film, I can only assume
           | folks complaining that there's nothing good because lots of
           | the big-budget ones are lazy and bad, either didn't look very
           | hard, or has super-narrow taste (which is ok! Just... not a
           | problem for me)
           | 
           | I can't even come close to keeping up with the probably-good
           | entries in either category, film or single-player(-friendly)
           | games. They could stop making more and it would be _quite a
           | while_ before that was any kind of problem for me. My backlog
           | gets a ton larger every year.
        
             | squidsoup wrote:
             | Everyone keeps talking about the death of film by
             | superhero, but what they really mean is the death of
             | Hollywood. There are brilliant directors working today -
             | Ryusuke Hamaguchi, Johnathan Glazer, Lee Chang-dong, Claire
             | Denis, Park Chan-wook, Apichatpong Weerasethakul, and so
             | many more, they just aren't American.
        
               | vundercind wrote:
               | Hell, plenty of good American movies come out every year,
               | too. There are a _shitload_ of movies released each year,
               | even just the ones big enough to get noticed nationally
               | or internationally, not just art projects that only play
               | once at a local library or something. It doesn't take a
               | large proportion of those being good before they're
               | outpacing the rate at which most people watch movies,
               | even if all that watching goes to movies released in the
               | last year or so--me, I'm also still catching up on the
               | _thousands_ of good-to-great movies released in the first
               | century+ of cinema.
               | 
               | Some of the good ones are even Hollywood movies. They
               | just might not be action movies (sometimes they are!) or
               | might not have a super-sized marketing budget, so I guess
               | lots of folks only see the handful that get advertised
               | heavily and figure those are the only movies, but even
               | Wikipedia or IMDB's list of films released each year are
               | looooong and they don't capture everything.
        
               | kbolino wrote:
               | Asian media has absolutely exploded. China, South Korea,
               | Japan, Thailand, and Taiwan have all put out a lot of
               | good TV and movies in the past few years. It's definitely
               | given me a refuge from the increasing proportion of
               | American and British media that's crap.
        
         | lispisok wrote:
         | As another child mentioned dont play AAA games. AAA games
         | budgets have gotten so big the entire project becomes about how
         | they are going to make a profit on their $100 million cost
         | instead of making a good game. Even if they wanted to make a
         | good game with projects that size you get corporate management
         | and design by committee that will always result in crap.
        
       | Ensorceled wrote:
       | I think a lot of players are also tired of games that are only
       | fun with in-app purchases. I avoid any game now that has in-app
       | purchases because it _might_ be a great game where you can buy
       | fancy hats but why would I waste any time trying to find that
       | rare gem amidst all the pay-2-win sewage out there.
        
         | behringer wrote:
         | "But it's only cosmetics!" Is the cry of the developer.
         | 
         | Nope. I nope out of any of that.
         | 
         | No DMing, no chats? No thanks. Why play a social game you can't
         | socialize in?
         | 
         | Hackers and trolls? There's zero tools for fighting them and
         | you can't host yourself.
         | 
         | It's no wonder most gamers prefer single player, there's hardly
         | any fun multi-player games.
        
         | reginald78 wrote:
         | Real life is pay2win so I have no idea why I would want more of
         | that as an escape.
         | 
         | The worst part is with constant updates you can buy a game and
         | then have it changed into pay2win later. At least with single
         | player you might be able to keep playing the old version.
        
           | swores wrote:
           | > _Real life is pay2win so I have no idea why I would want
           | more of that as an escape._
           | 
           | I dislike pay2win, but the logic behind that sentence could
           | be used to rule out lots, maybe even the majority, of
           | games..,
           | 
           | Not just things like Eurotruck Simulator or Farming Sim or
           | whatever, but games in general tend to be "more of what yo
           | get in real life, but altered". From sports games to car
           | racing to battles fought with weapons... people do find
           | simulated reality to be a good escape.
        
         | asdff wrote:
         | I think cosmetics and other in app purchases have a
         | generational divide. I have no clue why people would throw real
         | money on a skin, I just never got that perspective. Meanwhile
         | if you go to some reddit thread on some new game you can see a
         | bunch of gen z users talking about how they feel about the
         | cosmetics, expecting there to be more or better cosmetics,
         | wishing for more cosmetics as paid DLC, as if that is a
         | compelling selling point of the game to have some good
         | cosmetics to look at. It definitely seems like a bit more vain
         | generation compared to the millennials in terms of the clothes
         | and accessories so maybe that checks out with everything else.
        
           | ryandrake wrote:
           | My kid has friends whose families are not all that well-off,
           | but damn do they have a lot of paid Fortnite skins. I don't
           | get it either.
        
       | jderick wrote:
       | It's a lot harder to make a single player game have depth and
       | complexity than it is for a multi player game, since you don't
       | have human opponents.
        
         | Semaphor wrote:
         | I'd say it's the opposite. But you are probably talking about
         | depth of combat skill, while I'm talking about depth of writing
         | and story.
        
         | wbobeirne wrote:
         | I think it's highly dependent on the type of game. Games that
         | involve planning and strategy like Slay the Spire or Factorio
         | have enormous depth despite being single player. But I think
         | that it's hard to make the actual execution of mechanics as fun
         | or deep against computer opponents.
        
         | VyseofArcadia wrote:
         | Single player is a different kind of experience, and no less
         | valuable. You might as well say
         | 
         | > It's a lot harder to make a book have depth and complexity
         | than it is for going to a party, since you don't have human
         | conversation partners.
         | 
         | It depends on the book and the party. Similarly, maybe there is
         | more depth and complexity to Dwarf Fortress than there is to
         | Rocket League. (Not to pick on RL in particular, it is just the
         | first thing that came to mind.)
        
         | al_borland wrote:
         | I'd say Breath of the Wild and Tears of the Kingdom had a lot
         | of depth. There was a ton of stuff to do. I have 340 hours into
         | Tears of the Kingdom and hit 100% on the map, but there are
         | still things I haven't done and stuff to explore and try. I
         | find they also have a high replay value, since they are so open
         | and there are nearly infinite ways to solve the various
         | puzzles, traverse the world, or engage in the various
         | battles... or don't. I once started up a new BotW game to see
         | how far I could get without actually fighting anything.
        
       | ahartmetz wrote:
       | Almost all multi-player gaming is competitive and involves
       | dealing with occasional (or frequent, depending on the game)
       | jerks. If I want stress and occasional jerks, I can just do
       | things in the real world. Single-player gaming is more comfy.
        
         | huevosabio wrote:
         | It also removes a lot of the immersion. For example, I love Civ
         | but playing with people shatters a lot of the day-dreaming.
        
         | acomjean wrote:
         | There are some which are more casual. My partner plays fornite.
         | She's got a group she games with, and half the talking is about
         | the game the other half is basically a catch up session with a
         | game in the background.
         | 
         | there was a game called "Journey" where there where other
         | players in the world, but you couldn't interact directly.
         | They'd help you. I think elden ring did something similar.
         | 
         | https://en.wikipedia.org/wiki/Journey_(2012_video_game)
        
           | bobthepanda wrote:
           | fall guys has no voice chat and you are basically a jellybean
           | playing in a japanese-inspired game show
        
           | fullstop wrote:
           | Elden Ring has an interesting multiplayer mechanic, and it
           | works quite well.
           | 
           | 1. You can sometimes see what other players are doing, they
           | show up as a translucent white phantom looking thing. This is
           | useful because you can sometimes see entrances to hidden
           | locations, etc.
           | 
           | 2. There are blood stains on the ground which represent where
           | another player died. If you interact with the blood stain,
           | you see a translucent red phantom in their final moments.
           | This is useful if you want to see if jumping of a particular
           | ledge is fatal or to see potential traps.
           | 
           | 3. You can leave messages for other players to see and can
           | read messages that other players have left. This mechanic
           | goes both ways, as some people troll and others try to help.
           | Interacting with the message rewards the player who left the
           | message by refilling their health bar. Many boss fights have
           | been won because someone happened to rate their message at a
           | critical moment. On the trolling side, people leave messages
           | like "Try jumping" by ledges where jumping off would be
           | fatal. Others leave amusing messages, and the community is
           | amazingly creative with the messages they compose, given that
           | the pre-set vocabulary is quite limited.
           | 
           | 4. You put your summon sign down on the ground for others to
           | see. When they interact with it, you can enter their game and
           | help them fight bosses / progress through the level. Bosses
           | are rewarded with more health for each player present.
           | Obviously, the opposite works as well and you can summon
           | others into your game.
           | 
           | 5. You can put your dueling sign down / interact with the
           | dueling sign. This is for people who wish to participate in
           | player vs player.
           | 
           | 6. You can invade other people's worlds / be invaded. This
           | only happens if you have summoned a helper or are using an
           | item which allows this mechanic to be used solo. When you are
           | invaded, other players can automatically be brought in as
           | hunters to help vanquish the invader.
           | 
           | I'm not a fan of twitchy competitive games, but I get a great
           | deal of enjoyment and satisfaction with cooperative ones.
           | Elden Ring and the rest of the "Souls" series very much
           | scratch that itch.
        
             | stevenwoo wrote:
             | Super Mario Wonder has a subset of these for co-op play.
        
         | giantg2 wrote:
         | It's not just jerks. Seems like most multiplyer games have some
         | sort of "pay to win" (or pay for an advantage) scheme in them.
         | Then you have lag, solo team pitted against organized teams,
         | ranking systems that arent accurate, etc.
         | 
         | Competition in gaming is fine, but only if the participants
         | think it's fair. It feels to me like it's increasingly unfair.
         | 
         | But in relation it jerks, there seem to be many more same-team
         | jerks than in the past. Teammate blame seems to be at an all
         | time high. It's always someone else fault that we lost, never
         | my own. Oftentimes you read the stats afterwards and the
         | performance was basically equal. I can't help but feel that
         | this same perspective is spilling into real life too.
        
           | alex_lav wrote:
           | > Seems like most multiplyer games have some sort of "pay to
           | win" (or pay for an advantage) scheme in them
           | 
           | Can you share an example of this outside of mobile games?
        
             | giantg2 wrote:
             | Plenty on here. Also it's not as egregious as straight pay
             | to win, but often it's stuff like buying a season pass to
             | level up or unlock items faster.
             | 
             | https://fictionhorizon.com/best-pay-to-win-games/
        
               | alex_lav wrote:
               | 1. noncompetitive game
               | 
               | 2. mobile game
               | 
               | 3. mobile game
               | 
               | 4. not actually pay to win.
               | 
               | 5. noncompetitive game
               | 
               | 6. mobile game
               | 
               | You see where I'm going. You can't relate "has
               | microtransactions" with "is pay to win". They're
               | different.
        
               | giantg2 wrote:
               | That's only 1/3rd of that list. Any multiplayer game is
               | competitive to some degree. If you see my previous
               | comment, it specifies "pay for advantage". Some games you
               | have to pay to unlock gear or xp boosters to make it
               | really playable.
        
               | alex_lav wrote:
               | > Some games you have to pay to unlock gear or xp
               | boosters to make it really playable.
               | 
               | Again, can you provide an example? Also
               | 
               | > Any multiplayer game is competitive to some degree
               | 
               | Is just blatantly incorrect, unless you just mean "One
               | player is further in the game than the other", in which
               | case literally all games are "competitive", including
               | single player.
        
               | giantg2 wrote:
               | "Again, can you provide an example?"
               | 
               | I can but I won't, because I'm done with this
               | conversation based on the inauthentic responses.
        
             | BalinKing wrote:
             | This shows up in fighting games, where DLC (i.e. paid)
             | characters often have increasingly overpowered properties
             | or even entirely new mechanics that the rest of the cast
             | struggles to deal with.
        
             | xnorswap wrote:
             | You can buy gold in World of Warcraft.
             | 
             | So you can essentially skip half your character's
             | progression arc by entering a credit card number.
             | 
             | Now, you can argue that the best gear is BOP (Bind on
             | Pickup) so this isn't a huge factor, but there's still
             | definitely an aspect of "pay to win", since there are
             | plenty of other things you need gold for that payment
             | skips.
             | 
             | You can also argue that WoW isn't competitive, but all
             | multiplayer games have a light competition of being ahead
             | of others in progression, even if it's not direct
             | competition. (I'm ignoring PvP because actual PvP is a tiny
             | minority interest. )
        
               | safety1st wrote:
               | This description of the pay to win properties of WoW is
               | slightly dated. Gold buys you very little in the way of
               | gear these days. They have de-emphasized the role of gold
               | over time because players kept buying it.
               | 
               | That didn't stop players from figuring out how to pay to
               | win though. They now pay "boosting" and "carry" services
               | - other people who group up with you and then clear
               | dungeons while you just follow along behind them and
               | collect the loot as it drops.
               | 
               | There are advertisers spamming ads for these carry
               | services all over the place inside the game even though
               | they're against ToS. It does still have its charms but on
               | balance WoW really has become a train wreck.
        
               | claytongulick wrote:
               | > WoW really has become a train wreck
               | 
               | Do you have a recommendation for something better that's
               | subscription based?
        
           | jncfhnb wrote:
           | imo pay to win is a lot more rare than people imply for
           | actual competitive multiplayer content.
        
             | jsheard wrote:
             | Depends on the market, pay2win is rare in western-developed
             | PC and console games but extremely common in eastern-
             | developed games, and mobile games developed anywhere.
             | Korean MMOs are infamous for being pay2win pretty much
             | without exception. Not that I think western publishers
             | would be above doing P2W if they thought they could get
             | away with it, but their main target markets aren't primed
             | to accept it, though that tide is shifting with the rising
             | global popularity of gacha games.
        
           | PaulHoule wrote:
           | I played _League of Legends_ and didn't have any problem with
           | the monetization scheme because you could get a great
           | selection of characters to play paying no money (could have
           | played the starter Sona forever) or a modest amount of money.
           | 
           | What did bother me was (1) games taking too long (I don't
           | want to tell my family I can't help with anything for 45
           | minutes) and (2) jerks. In ranked there were the people who
           | thought they could not get ahead because the players they
           | played with (me) sucked, in unranked there were too many
           | people who couldn't queue successfully (learned how to play
           | all positions, even jungle, so I wouldn't be part of the
           | problem of having three people who want to play top)
        
             | thot_experiment wrote:
             | Anecdotally (n.b. i have like 20x the time in dota vs
             | league) I find the matchmaker in dota does a much better
             | job of taking your behavior metrics into account. If you're
             | nice you'll get nice people in your games. I think it's not
             | uncommon for the 9 other people in the game to be willing
             | to hold a pause for a few minutes if you need to deal with
             | an emergency.
        
           | marcosdumay wrote:
           | > Competition in gaming is fine, but only if the participants
           | think it's _fun_.
           | 
           | There, changed it to the proper format.
           | 
           | I've seen plenty of glitches in LAN games with friends that
           | were completely unfair, but never were a problem.
        
             | hyperman1 wrote:
             | My god, this. In ut99 we found, in the assault mazon
             | fortress map, how attackers could shoot friends on top of
             | the fortress roof from the starting point. It broke the map
             | completely, but nobody cared. In fact, it was so cool, the
             | defenders joined the attackers, landing on top of their own
             | base.
        
           | smolder wrote:
           | Pay-to-win mechanics used to always mean a game was not taken
           | seriously competitively. Now with several genres of game it's
           | expected you will pay money to unlock "DLC" characters (e.g.
           | Street Fighter) that you can't otherwise play, but need to
           | play against. It's not _exactly_ pay-to-win since the locked
           | characters are supposed to be fairly balanced, but it 's
           | arguable since balance is never perfect and developers seem
           | reluctant to err on the weak side for characters they're
           | trying to sell for a profit.
        
           | claytongulick wrote:
           | This.
           | 
           | I prefer MMOs, but playing solo.
           | 
           | I still (very) occasionally play WoW, and that's pretty much
           | the only game I ever play.
           | 
           | I'd love to try a new MMO, but they're all "free-to-play"
           | meaning "pay to win". I just want to pay a normal monthly
           | subscription price and explore cool worlds. Maybe interact
           | occasionally with some other people in a guild or pickup
           | group or something.
           | 
           | It's what keeps my WoW subscription active, even though I
           | rarely play it.
           | 
           | Sadly, it's gotten so bad that I spend most of my brain-dead
           | time reading Lit RPG stuff, because at least with that I can
           | recapture some of the sense of wonder and excitement that we
           | had during the golden age of MMOs (UO, EQ, DAOC, AC, SWG,
           | etc...).
        
             | danaris wrote:
             | You could try Final Fantasy XIV--it's a traditional
             | regular-subscription MMO that's actually picked up a _lot_
             | of users in recent years. It 's much more story-focused
             | than WoW, which is a turn-off to a lot of people coming
             | from that tradition, but it's got a free trial.
        
         | jsheard wrote:
         | Multiplayer has also been taken over by free2play skinner box
         | design, so if you want games that aren't designed to waste your
         | time with unfun but addictive gameplay loops and/or nickel-and-
         | dime you to death then singleplayer is the last bastion.
        
         | jerjerjer wrote:
         | Agreed. Casual (non-competitive, non-p2w) multiplayer is a
         | dying breed.
        
           | cdchn wrote:
           | I wouldn't say its a dying breed. I think you see more non-
           | competitive co-op games now than competitive multiplayer,
           | especially with the huge success of games like Space Marines
           | 2 and Helldivers 2 and the massive flops of Concord and
           | XDefiant.
           | 
           | EDIT: typo meant non-competitive co-op
        
             | falcolas wrote:
             | Heh. If we're using competitiveness as a measuring stick,
             | Helldivers 2 is absolutely competitive. If you're not
             | geared up with the current meta, you're frequently flamed
             | and kicked. There's a lot of "win or die" mentality there.
             | 
             | If winning is on the line, it doesn't matter who the
             | opponent is.
        
             | mrguyorama wrote:
             | Competitiveness and zero sum thinking is so bad in the
             | world of video games, that Helldivers 2's entire run has
             | been marred by over-balancing loadouts _in an explicitly
             | coop, PvE game_ , where balance shouldn't even be a
             | priority.
             | 
             | They spent months and months and months nerfing equipment
             | (that was being used because basic game mechanics like
             | armor penetration and damage models were explicitly broken)
             | and making changes that intentionally or otherwise made the
             | game _much_ harder, all while literal employees of the
             | company bullied players asking for an enjoyable game in
             | their public discord, telling players that the BUGS they
             | were suffering from, including weapons not working the way
             | they were supposed to, and including _the spawning behavior
             | being utterly broken and spawning many times more enemies
             | than it should_ was A SKILL ISSUE
             | 
             | ArrowHead's culture itself was so "sweaty" and "tryhard"
             | and destructive that it resulted in a change of the CEO and
             | a restructuring of the department that interacted with
             | players including banning at least one employee from the
             | public discord for his hostile behavior. They had to
             | completely change their development strategy and release
             | cadence to address these issues, with significant public
             | "mea culpa"s promising to make the game more fun for normal
             | people. It even worked, with the game seeing an influx of
             | new and returning players after a year of constant
             | reduction in player count.
             | 
             | This is a game where playing on higher difficulty levels is
             | REQUIRED to unlock most of the content you cannot buy with
             | the "real money" in game currency.
             | 
             | So helldivers 2 is actually a great example of how god
             | awful and toxic the "tryhards" in online gaming are. It was
             | literally corroding one of the best and most refreshing new
             | games to come out in a long time, from a company who has
             | historically done a wonderful job making games that are all
             | about chaotic fun and lighthearted cooperation, like
             | Magika.
             | 
             | They are god awful at programming though. Also don't seem
             | to have reliable and well managed change control, since
             | they seem to have no clue what releases any time they
             | update.
             | 
             | Another great example was the Dark Souls debacle about
             | adding an easy mode. These games are known for being hard
             | (imo often with fake and bullshit difficulty like a
             | dragon's fire breath literally going through a wall to kill
             | you), but the devs wanted the game to be more accesible and
             | there was LOUD outcry about allowing people to play the
             | game easier would "ruin!!!!" the game.... somehow. This was
             | a single player game that was perfectly playable with near
             | zero online interaction. They explicitly were upset that
             | other people may have fun.
        
           | skyyler wrote:
           | Couch co-op games are the kind I'm most interested in. I want
           | to play games with my family and friends.
        
           | xnorswap wrote:
           | Do aRPGs count?
           | 
           | They can be as competitive or as casual as you like, are
           | "soft-multiplayer", essentially single player inside a
           | multiplayer economy, and the better ones are non-p2w.
        
           | smolder wrote:
           | Part of this goes back to skill-based matchmaking (SBMM)
           | systems becoming the standard. It used to be I would just
           | play Counter-Strike on a local server because it had the best
           | ping, by far. The same people were playing there all the
           | time, so there was a sense of community, and I could really
           | see myself improve over time in the stats and match results.
           | With SBMM I get punished for playing better by getting
           | matched against harder and harder opponents so that it feels
           | like treading water, even in "unranked" game modes. SBMM is
           | also an abusable system, as dedicated players will often make
           | several accounts to play on and take advantage of their
           | assumed lack of skill as their matchmaking rank is
           | calibrated, throwing the whole thing out of whack.
        
         | vundercind wrote:
         | Multiplayer comes with social obligation. I'm messing up other
         | people's good time if I drop the controller and vanish for five
         | minutes.
         | 
         | I don't feel comfortable doing that unless the chance of an
         | interruption is extremely close to zero. Stresses me out.
        
           | slothtrop wrote:
           | This is the big one to me, time commitment. People spend
           | hours on these, and if you want to "hang" with an in-group,
           | they expect you to put in the time. No thanks. I don't want a
           | lifestyle revolving around maximizing time on a multiplayer
           | game.
           | 
           | If I'm going to commit time every week it might as well be a
           | physical sport. I do like couch co-op or occasional online
           | play with friends but that is off-the-cuff stuff. I'd be
           | willing to do it more frequently if the time were capped.
        
           | jayd16 wrote:
           | Yeah. FFA pvp is less stressful because you only have your
           | own fate to worry about. If you need to go AFK it's you just
           | sacrifice a match.
           | 
           | ...team pvp or even coop games need much more commitment.
        
             | tharkun__ wrote:
             | Not my experience. You are right that it's _less_ of an
             | issue. But I very definitely stressed about individual
             | matches and how it affects the ranking and stats. You hold
             | it in until the match finishes and just don 't join the
             | next one right away but you still change your behavior. Or
             | in something like WoW PvP servers you go somewhere safe
             | before logging out etc.
             | 
             | SP? Hit the pause button and go.
        
           | thot_experiment wrote:
           | You can always solo queue fortnight/apex or whatever. The
           | worst case is you die cause you had to deal with the
           | kid/cat/work call, if you focus on the fun of the individual
           | engagements and don't worry about actually winning the match
           | you'll have fun. I do understand what you're saying,
           | multiplayer gaming does require much more intentionality. You
           | have to make distraction free time to get the most out of it,
           | especially if you're playing a team game there's a social
           | contract to have the time to play the match out.
        
           | mrweasel wrote:
           | > Multiplayer comes with social obligation.
           | 
           | My wife uses video games to relax and de-stress after having
           | dealt with customers all day. Having to deal with more people
           | in the evening is the last thing she needs.
        
         | asdff wrote:
         | I feel like multiplayer gaming was more fun/popular when there
         | were more jerks, especially on the mics. It seemed like half
         | the fun was the shit talking back in the halo 3/cod 4 era, and
         | it really only stopped when they screwed up how lobbies worked
         | in newer titles where you can't go on all talk between games
         | let alone actually party up, or have proxy chat in game. At
         | least on some PC games you can still get on the mics and PC
         | gamers do actually still use their mics. I'm not sure if the
         | new consoles even ship with mics anymore.
        
           | jayd16 wrote:
           | Every PS5 controller has a built in mic/speaker. It's
           | passable but it's no Xbox headset.
        
           | charlie0 wrote:
           | Shit talking or hearing others shit talk was half the fun.
           | IMO, this should be resolved through the creation of
           | moderated vs unmoderated channels. Different strokes for
           | different folks. Instead, all channels are moderated.
        
           | tdb7893 wrote:
           | So I think there are two things here. First I agree somewhat
           | though I think that there's a difference between good natured
           | shit talking and being a jerk. I feel like as a kid people
           | still could be mean but tonally it was more jovial, now I
           | feel like I run into more miserable assholes (which I think
           | is much worse). Secondly it still wasn't fun for everyone
           | back in the day, especially if you were different people
           | would try to bully you. I never had an issue but I know a lot
           | of people who have never used public voice chat because they
           | don't want to be harassed.
        
         | darth_avocado wrote:
         | One factor not talked about enough is that multiplayer games
         | are kind of limited in the "experience" you can create. Single
         | player experiences are unbound. The fact that you can narrate
         | "stories" is what allows gamers to "experience" new things.
        
         | TheBozzCL wrote:
         | Yeah, almost every multiplayer-focused game nowadays seems to
         | be trying to be the next big e-sport. There's always somebody
         | who's fully focused on the meta and being competitive, and
         | lashing out at people who don't. I have too much work , too
         | much social life and too many hobbies, I'm not going to spend
         | even more time gittin gud for internet strangers.
         | 
         | I've mostly stopped playing online games besides more
         | chill/sandboxy ones, like Lethal Company, and those I play
         | exclusively with friends.
        
       | lispisok wrote:
       | Maybe I'm just old and washed but it seems like kids these days
       | take multiplayer games way more seriously. Instead of hopping on
       | and playing a few games after school/work people act more like
       | they are trying to make the college sports team. The amount of
       | time and effort required to hold you own has gone up
       | dramatically.
        
         | dylan604 wrote:
         | Because they are, at least some of them. E-sports has
         | opportunity for making money in ways that some people are never
         | going to have. There's also the entire ability of streaming and
         | earning by doing that stuff. Game promoters paying out to have
         | IAPs pushed as well.
         | 
         | All of this never existed in mine or your days when our parents
         | just knew that video games would ruin us with no way of making
         | money in them. Even the dream of becoming a game developer
         | wasn't even a thing.
        
           | spondylosaurus wrote:
           | You know those after-school math tutoring academies that pop
           | up in American strip malls? One of those opened up near me,
           | but instead of grilling your kids in calc or trig to improve
           | their SAT scores, it's an "esports academy" for young
           | hopefuls.
        
           | nonameiguess wrote:
           | I think there's more going on culturally than just that.
           | Regular sports got more competitive at a younger age, too,
           | and there has always been the possibility of going pro and
           | earning money from it, plus college scholarships.
        
             | dylan604 wrote:
             | That's just progression of the world. The first video game
             | was a simple thing like Pong. Now, we have entire immersive
             | 3D worlds. Someone/something is always the first, but those
             | that come after will/can be bigger, better, faster. The
             | first mass produced car was a Model-T, now we have
             | Mustangs, GTXs, Porsches, blah blah.
        
         | diggan wrote:
         | Not sure how old you are, but I'm around 30, started playing
         | against others back when CS1.5 was launched, and we
         | participated in our LAN party. It was before I had 24/7
         | internet connection at home, so after and before school was
         | spent practicing with bots, then once a quarter or something we
         | could play against each other, seeing who had "trained" the
         | best since last time.
         | 
         | Already at that point many of my friends were pretty
         | competitive, even though neither of us really had the means to
         | become HeatoN even if we tried. I think this must have been
         | early 2000s something I think?
        
           | arp242 wrote:
           | There was a competitiveness to it, but it was a fun friendly
           | competitiveness. The kind of competitiveness you have when
           | you go bowling with friends, or play poker. You're trying
           | your hardest to win, sure, but also: it's just fun with
           | friends.
           | 
           | These days "play online" so often means "play with complete
           | strangers you've never talked to before and most likely never
           | will again".
           | 
           | Even for large popular games like Unreal Tournament you
           | typically joined a set of favourite servers, and had the same
           | set of "regulars" hanging around.
           | 
           | It's like old-school relatively small-scale forums vs. reddit
           | or Twitter.
           | 
           | You can still kind-of get this experience if you try hard
           | enough, but it's not really the default and typically nothing
           | is geared towards it.
        
             | 4gateftw wrote:
             | The thing is that most people who want a more casual
             | multiplayer experience now just have their own servers or
             | play in some other setting where it's easy to just play
             | with your friends and nobody else. They'll play on a
             | private Valheim/Minecraft server, or party up in Warzone or
             | Fortnite, or play a private Civ game hosted p2p, or just
             | visit each other in Animal Crossing. I think in general
             | this is where Gen-Z is moving: less engagement with open
             | platforms, more with private ones. That is why Discord is
             | such a big deal as well. The problem with the current state
             | of the internet is that if you let just anyone in you have
             | to deal with trolls, or bots, or scammers, or incels, or
             | whatever, and nobody wants to deal with that. Even on
             | public chess servers you'll get like five messages a month
             | saying "your opponent was cheating, sorry about that," who
             | actually wants to talk to randos these days?
        
           | swores wrote:
           | 1.5 came out in 2002, then 1.6 in 2003.
           | 
           | (And Heaton is a dick, just saying.)
        
         | harry_ord wrote:
         | A lot more games are structured that way.
         | 
         | I got into online gaming with Cs 1.6 and cs:cz normal online
         | was kinda competitive but you had a lot of joke maps or non
         | competive ones(climbing maps). I don't think they're as popular
         | now since a lot of games have matchmaking and ranked unlocks as
         | the default multilayer. I'm way out of the loop mind you, I
         | learn a lot more to PvE multilayer now(left4dead and deep rock)
        
         | mrguyorama wrote:
         | The problem is that every modern online game does not allow
         | custom hosted servers. In the good old days of online
         | multiplayer, I would load into a Halo 1 map with 30 other
         | people set to capture the flag (a multiplayer mode that seems
         | to almost not exist anymore!) where the server runs 24/7, and
         | if either side wins, the same players get mixed into two new
         | teams in a "balancing" way, and the game just starts back up.
         | Most people were playing because "I just want to shoot someone"
         | was fun on it's own.
         | 
         | This made online games essentially a public place, where people
         | might even get to know each other and "hang out", and you could
         | join the same people day after day, get to know habits, make
         | friends and rivals, etc. It was extremely low competitiveness,
         | and nothing that happened really mattered. It didn't matter if
         | you sucked or were amazing, because you would likely end up on
         | the team with everyone in the server at some point, so people
         | got wildly different gameplay experiences. This even meant that
         | different servers could target different styles of play. You
         | could go to the really tryhard team deathmatch servers with
         | carefully balanced maps and active admin management for
         | cheaters and balance purposes, or you could join the match on
         | cramped Beaver Creek with zero shields and infinite shotguns
         | and rockets, where average lifespan was measured in tenths of
         | seconds, but that chaos was a great breather if you didn't feel
         | competitive that day.
         | 
         | No matter how shitty you were, you could find a community that
         | felt right to you, and you were likely to even dominate
         | occasionally when you had good days and got lucky, so that even
         | people who suck at the game felt the high of victory.
         | 
         | Nowadays, game devs insist not being utterly steamrolled by
         | minute thirty is "not fun", and enforce near perfect a perfect
         | 1:1 win/loss ratio through matchmaking systems, where you never
         | see the same player twice, so they don't exist as fellow humans
         | in your mind but as hostile "agents" that you must struggle
         | against, and everyone feels average because your instantaneous
         | success is basically driven by who got the advantage in the
         | random matchmaking process. Everyone is forced to feel average
         | about their performance, because everyone is forcibly given an
         | average experience.
         | 
         | A lot of that existed long before now, but it was always opt-
         | in. If you wanted custom servers, you could go have that fun
         | and chaos, but if you were feeling competitive, you could jump
         | into matchmaking and have the enforced global balance of that
         | system give you specific matches you were emotionally prepared
         | for and explicitly seeking out.
         | 
         | BUT..... companies had to get rid of custom servers, because
         | it's way harder to sell digital items for a game if players can
         | just go on private and custom servers that turn off or disable
         | the checks for if you have "purchased" whatever skin you want
         | to wear. All the bullshit A/B testing and metrics companies
         | have made up to assure us that "people like this better" is
         | just to defend their business strategy.
        
       | mattw2121 wrote:
       | I love playing multi-player games when there is a well built
       | economy. Frankly, that economy doesn't even need to be built into
       | the game. I've played multi-player games where the marketplace
       | was outside the game (but still all done with in-game items).
       | 
       | What I hate about multi-player is when you have to play the game
       | with others to be successful (exceptions made for those very few
       | big bosses). I'm mostly a MMORPG player. I don't want to be in a
       | clan or guild. I don't want to find other people to play with. I
       | just want to log on whenever I want and play for as long or as
       | little as I want. But, I want to be able to buy stuff in an
       | economy.
        
       | Semaphor wrote:
       | I played MP when I was younger (even MMOs, played WoW in the
       | first year), but nowadays, it's all single player. Stellaris, Civ
       | V, and the two Owlcat Pathfinder Games (Wrath of the Righteous,
       | which I was playing when I saw the link, and Kingmaker) are my
       | main games where I have over 1k hours each, but I also play many
       | other single player games. I don't like always having to push
       | myself to the max, or interacting with random internet people
       | when I want to enjoy myself.
        
       | dwighttk wrote:
       | Multi player co op or single player in that order... there is no
       | 3
        
       | mway wrote:
       | As a lifelong and avid gamer, multiplayer games - in my
       | experience, at least - typically trend toward highly toxic,
       | abusive, sometimes degenerate behavior. Communities in which this
       | does not happen seem to be quite rare (I can't recall one
       | offhand). Trolling is rampant, cheating/exploitation is normal,
       | and elitism is pervasive. It really takes the fun out of games.
       | 
       | These days, I generally avoid games that are multiplayer-only,
       | and for games with multiplayer elements, I try to avoid those and
       | focus on single-player elements instead.
       | 
       | It could be selection bias based on my gaming preferences, of
       | course, but based on feedback I've heard from others who play
       | games that I do not, it seems to be largely the same everywhere
       | multiplayer is involved.
        
         | Borg3 wrote:
         | You can also add DDoS to the list too. Ive been long DooM
         | player but I stepped back due to above crap and DDoSes on my
         | servers. Now I play mostly offline, ocassioanlly spawning
         | server for friends only.
        
         | 3np wrote:
         | > It could be selection bias based on my gaming preferences
         | 
         | Major factor IME. If you're playing any AAA or one of the
         | top-10-or so FPSes or MOBAs, sure. Hanging out with friends
         | when they're playing online multiplayer less in-fashion older
         | and indie games: Very little of that if any, there.
         | 
         | I'm with you, but to make a (competely arbitrary) parallel:
         | It's possible to love R&B music but still have a miserable time
         | when you go to a concert with The Weeknd because you don't vibe
         | with the crowd and you think the party sucks. That doesn't mean
         | you can't have a good time going out to live shows in general
         | and find parties you enjoy with people you vibe with.
         | 
         | Similarly, I love clubbing but have absolutely 0 interest going
         | to any of the major couple of venues that catch the bigger
         | crowds in town.
         | 
         | Doesn't mean the party scene is dead.
        
         | maltyr wrote:
         | In my experience, ONE thing will cause a game to trend towards
         | toxicity - higher stakes. The more "important" the win or loss
         | feels to the player, the more toxicity shows up.
         | 
         | It's pretty easy to filter out "toxic" games if you filter out
         | anything which has a ranked mode and is not designed to be
         | played infinitely.
         | 
         | Unfortunately, games in the online era have trended in that
         | direction, because they are the most profitable.
         | 
         | For example, some variables that affect toxicity: -
         | competitiveness, often implemented by sort of ranked system,
         | but also just any sort of head-to-head competition. Tournaments
         | and betting will do this as well. - longer investment (via
         | playtimes, either of a single "run" or in total) - people won't
         | get mad at a 5-10 minute game as much as a 1 hour game. Games
         | as a service like MMOs where people have 1000s of hours of
         | playtime are the extreme end of this. - punishing gameplay,
         | where a mistake can cause you to lose a lot of progress
         | (Hardcore modes where dying means you have to restart your
         | character, for example) - tone (casual vs serious tone, e.g.
         | Fall Guys vs Call of Duty) - More serious generally results in
         | more toxicity.
         | 
         | Adjusting these variables can even turn a single player game
         | into a toxic one (e.g. self-imposed challenges/achievements,
         | Dark Souls, Jump King or Getting Over It).
         | 
         | Similarly, you can lower the stakes so that the gameplay
         | doesn't devolve into toxicity, even with multiplayer (e.g.
         | Animal Crossing)
        
         | MisterKent wrote:
         | Deep Rock Galactic is supposed to have one of the most
         | wholesome and helpful communities out there.
        
           | Sohcahtoa82 wrote:
           | I wish I enjoyed that game, but it just felt like a grind to
           | me. :-(
        
         | bikenaga wrote:
         | From "Uncovering the Viral Nature of Toxicity in Competitive
         | Online Video Games" - https://arxiv.org/pdf/2410.00978
         | 
         | "Abstract: Toxicity is a widespread phenomenon in competitive
         | online video games. In addition to its direct undesirable
         | effects, there is a concern that toxicity can spread to others,
         | amplifying the harm caused by a single player's misbehavior. In
         | this study, we estimate whether and to what extent a player's
         | toxic speech spreads, causing their teammates to behave
         | similarly. To this end, we analyze proprietary data from the
         | free-to-play first- person action game Call of Duty(r):
         | Warzone(tm). We formulate and implement an instrumental
         | variable identification strategy that leverages the network of
         | interactions among players across matches. Our analysis reveals
         | that all else equal, all of a player's teammates engaging in
         | toxic speech increases their probability of engaging in similar
         | behavior by 26.1 to 30.3 times the average player's likelihood
         | of engaging in toxic speech. These findings confirm the viral
         | nature of toxicity, especially toxic speech, in competitive
         | online video games."
        
       | jauntywundrkind wrote:
       | Small squad coop is a pretty excellent option. Helldivers 2 was
       | super popular for a good reason; all the upsides of hanging out
       | with a couple others folks and having a ridiculous time, facing
       | absurd monsters. Warhammer Vermintide & Darktide lack the open
       | level design but have similar upsides.
       | 
       | I do think multiplayer is super hard to make broadly rewarding.
       | High skill players quickly come to dominate, often in brutal
       | ways. I enjoyed some Star Wars: Battlefront 2 but man, a couple
       | players who knows what they are doing rack up kills quick to earn
       | a hero character respawn, & can often just own the heck out of
       | most players quite well. Figuring out how you can drop good
       | experiences for medium & low skill players is super hard.
        
       | ryandrake wrote:
       | I used to like multi-player shooters, when I was young and had
       | infinite time to devote to "git gud." I also played games for the
       | challenge back then. Now that I'm old, I don't have infinite time
       | to upskill, and I mostly play games to relax and unwind after
       | work. I specifically don't want a challenge. Unfortunately, every
       | multi-player first person shooter seems to be geared towards (and
       | infested with) sweaty professional gamers who do nothing but
       | practice, and of course they wipe the floor with me.
       | 
       | Game companies try to solve this with so-called "skill based
       | matchmaking[1]" which purports to match you with other players of
       | similar skill, but I've never seen it actually work. Every game
       | is full of sweats who somehow have cracked SBMM so that they get
       | into games with less-skilled players like me and punch way below
       | their weight.
       | 
       | I wish games would just go back to letting the user choose their
       | own difficulty level. Sad that that's kind of gone out of
       | fashion.
       | 
       | 1: https://en.wikipedia.org/wiki/Skill-based_matchmaking
        
         | solardev wrote:
         | Are you only interested in PVP? The PVE shooters can be a lot
         | more chill (Destiny, Division, Borderlands, Remnant, etc.)
         | 
         | If you get a friend or two together who don't mind oldies, the
         | old Tom Clancy games (Rainbow Six, Splinter Cell) are a blast
         | to play through in coop too.
        
           | ryandrake wrote:
           | Will have to try them. I like shooters, but I prefer to play
           | against push-over AI bots instead of 13 year old pro humans.
           | I guess that's what PVE means.
        
             | solardev wrote:
             | > I guess that's what PVE means.
             | 
             | Well, sort of. PvE just means "player vs environment", a
             | holdover/loan word from MMOs where that was the default, vs
             | being able to attack other players in PvP areas.
             | 
             | When applied to shooters, though, typically it means that
             | the game was designed around _asymmetric_ battles between
             | players and AI enemies. Asymmetric means that the enemies
             | aren 't just bots taking the place of humans, with the same
             | rules, weapons, health, etc. Instead, they are usually a
             | mix of different enemy types... easy to kill grunts, the
             | occasional sniper, the melee berserker, and of course the
             | "bullet sponge" bosses that take forever to kill and feel
             | more like old MMO raids than a normal opponent in a
             | shooter. They're not meant to simulate real players (even
             | shitty ones), but to give more of a feel of a traditional
             | video game campaign. For like the super-boiled-down version
             | of this, Serious Sam is just endless hordes of enemy types
             | running at you. A more modern take would be the roguelite
             | shooter genre, like Risk of Rain 2 or Gunfire Reborn, which
             | offers only endless combat and not much else. The other
             | titles I mentioned usually have some sort of story and some
             | form of permanent progression in the form of new weapons,
             | abilities, etc.
             | 
             | If that _isn 't_ what you want, then yeah, it's bots in
             | regular PvP shooters that you'll have to look for :( I
             | think they are relatively rare these days, but you can
             | still play the old Unreal Tournaments, Quakes, Doom, etc.
        
               | danaris wrote:
               | Worth noting that even in the FPS genre, that sort of PvE
               | gameplay is actually the _original_ gameplay style, that
               | got subsumed by the massive popularity of PvP shooters
               | later on.
               | 
               | Early FPSes like Wolfenstein, Doom, and the Marathon
               | trilogy were primarily about killing asymmetric AI
               | enemies--and even sometimes (moreso in the Marathon
               | games) progressing through a story.
        
       | cool_dude85 wrote:
       | While I don't doubt that this is true, it also seems like the
       | very biggest games at a given time tend to be multi-player. DOTA,
       | Fortnite, WoW were all so genre-definingly huge that there are
       | lists of copycats a mile long. Maybe the only comparable single-
       | player-only game I can think of, in the last 20 or so years at
       | least, is Dead Souls / Dark Souls.
        
       | barnabee wrote:
       | Multiplayer games are fun with people you already know. (In
       | person LAN party optional but recommended.)
       | 
       | Though so are plenty of single player games.
        
       | fourfour3 wrote:
       | I really enjoyed PvP and PvE shooters with my friend group in
       | secondary school (that's 11 to 18 or so), but I don't get the
       | same feeling with people I don't know. I do some occasionally
       | with other friends but it's just not the same as it was then.
       | 
       | My taste in games has changed too as I've gotten older - I find
       | myself mostly playing a mix of older games, story rich RPGs and
       | indie titles - eg things like Tyranny, Baldur's Gate 3, Disco
       | Elysium, OpenTTD, Rimworld, Slay the Spire... twitchy FPS games
       | just don't do it for me any more.
       | 
       | So this article's main findings (the splits by age) definitely
       | fits with me - I'm out of the <25 age group and have been for a
       | while ;)
        
       | markx2 wrote:
       | This sums it up for me.
       | 
       | "I Don't Want To Be A Product Of My Environment. I Want My
       | Environment To Be A Product Of Me."
       | 
       | Frank Costello - The Departed.
        
         | mdp2021 wrote:
         | Don't we all, here? Don't we (most of us) engineer? Is this
         | still "Hacker" news?
         | 
         | (Although I do not quite grasp the intended relation of the
         | idea to gaming. I would say it's a matter of one's own private
         | time with oneself, one's own rhythm...)
        
       | dfxm12 wrote:
       | My gaming time is split between online PVP fighting games (Street
       | Fighter 6, Guilty Gear Strive) and single-player games (Elden
       | Ring, Yakuza). If I had to pick one, I'd go with single player.
       | 
       | The online experience is great compared to even a few years ago
       | (when it wasn't acceptable), but not perfect in terms of loading
       | times and lag.
        
         | Novosell wrote:
         | A few years ago? People have been playing Counter Strike
         | professionally for like 20 years.
        
           | dfxm12 wrote:
           | I said I play Street Fighter, not Counter Strike. Netcode
           | (needs and implementation) is actually not the same between
           | all games.
        
             | Novosell wrote:
             | Seems the first Street Fighter game with rollback netcode
             | was in 2008, another in 2011.[1] But perhaps the
             | implementation was poor? I'm not a fighting game expert.
             | 
             | [1]: https://en.wikipedia.org/wiki/GGPO
        
               | dfxm12 wrote:
               | These were rereleases of fairly old games (i.e. niche
               | titles, where most of the people were just playing on
               | emulators). It's also not enough to have rollback
               | netcode, it still needs to be implemented properly, the
               | game needs to have good matchmaking, etc. These weren't
               | new, mainstream releases.
        
               | Novosell wrote:
               | Yeah that's fair. I've been playing some GG Strive
               | recently and compared to how it used to be playing
               | fighting games online, 50/50 you're either against a pleb
               | or Leffen, it's been nice to have somewhat consistent
               | matchmaking in terms of skill. It does fuck it up from
               | time to time though.
        
       | jerjerjer wrote:
       | Can an apparent preference for Online PvP amongst 16-19 age
       | cohort be explained by a lack of disposable income? Online PvP
       | games are often free (with different monetization schemes), so
       | that removes one large barrier to entry?
        
       | thebeardisred wrote:
       | IMHO because of toxic online interactions and a lack of couch co-
       | op titles.
        
       | VyseofArcadia wrote:
       | I wonder to what degree the business and bureaucratic dynamics of
       | big-budget failed live-service games are similar to big-budget
       | Hollywood flops. The people working on it day to day know that
       | it's crap and will not succeed, but someone in the background[0]
       | keeps pushing the project forward anyway.
       | 
       | What's the disconnect? If dozens or hundreds of people intimately
       | familiar with the project say it's no good, why don't you listen
       | to them?
       | 
       | [0] in my mind's eye, mustachioed, smoking a cigar, and fanning
       | himself with hundred-dollar bills
        
       | jayd16 wrote:
       | Does what the article is arguing make any sense? AAA studios
       | cancelled some live service games and that means fewer single
       | player games made.
       | 
       | But it doesn't follow that the live service aspect is what killed
       | the games. Games are cancelled all the time.
       | 
       | And then saying there's an industry trend but what's brought up
       | is how those games were cancelled, not brought down by the user
       | sentiment of live services.
       | 
       | And their data point is a 53% preference? It just seems poorly
       | argued to me.
        
         | calf wrote:
         | It's consultant bullshit research, not even doing proper
         | science. For example it talks about the popularity of PvP--the
         | actual argument it wants to say is, companies should develop
         | single-player games because existing PvP games are locked in to
         | an audience already. Which makes the title completely
         | misleading and a clever/unscrupulous consultant might say such
         | a sweeping statement to get access to companies' interest.
        
         | Triphibian wrote:
         | The headline is a bit of a dogwhistle, capitalizing on deep
         | held sentiment among gamers, that unfortunately doesn't bear
         | out in the market. I think many have pointed out that there are
         | excellent smaller single player indies, but the risk to create
         | an expensive single-player only game has become too great for
         | most developers. It is very similar to the current state of
         | cinema -- where people say they prefer different kinds of or
         | better movies, but they only reliably turn out for sequels and
         | superhero movies.
         | 
         | I think the mistake being made is instead of opting to build a
         | cheaper, higher quality single player games they opt to created
         | an expensive, AAA live service (for a minute they were calling
         | them Destiny killers) -- which is a tough landing to stick.
         | You'll notice that the success stories took long investments
         | Fortnite's pivot from a grindy co-op game to a genre defining
         | battle royale or maybe even Apex's stealth development and
         | launch.
         | 
         | Not long ago the consultancy GameDiscoverCo released a study
         | that most people were playing OLD games. So the toughest
         | competition for new single player games are classics like
         | Skyrim. So the question these studios have to ask is "can I
         | make a game that will get people to put down Skyrim or Civ V."
         | That's a big ask.
        
           | jerf wrote:
           | "Not long ago the consultancy GameDiscoverCo released a study
           | that most people were playing OLD games."
           | 
           | I've long tried not to buy every console, because it gets
           | expensive for no good reason. So as our Switch is aging, I
           | metaphorically poked my head up and put my finger to the
           | wind... and decided our "next console" is the Steam Deck I
           | already owned. And a big part of that decision is new games
           | are frankly not any better than old games. They look better,
           | and that's it, and that often comes at the cost of the real
           | interactivity of the game anyhow.
           | 
           | I wouldn't put a specific date on it, but game tech basically
           | plateaued 10-15 years ago, even if the numbers keep going up.
           | The graphics were good enough, especially if strong art
           | direction knew how to use them. The tech for creating great
           | games was basically all in place, and we got to where having
           | 10 times the polygons just wasn't important anymore. Games
           | are a lot more like movies to me now... I don't sit there
           | looking at "was this movie 2021 or 2023?" as if that's going
           | to indicate an important difference in quality, and games are
           | getting to be that way for me.
        
       | oramit wrote:
       | "Hitting a few singles and doubles beats trying to hit a home run
       | and striking out."
       | 
       | As game developers and publishers have consolidated into mega
       | corps this line just isn't true anymore. You need a billion
       | dollar game to move the corporate needle these days. It's a very
       | similar dynamic to what has happened in Hollywood. All the mid-
       | budget projects are being squeezed out and you either go very low
       | budget/indie or you go huge budget and swing for the fences.
       | There is no career reward in the current corporate marketplace
       | for modest wins.
        
       | Terretta wrote:
       | We prefer same/shared screen co-op (Diablo 3 and 4, A Way Out,
       | etc.), and story campaign PvE co-op (e.g. Wildlands, BG3).
       | 
       | Shared screen co-op is annoyingly difficult to find since "couch
       | co-op" doesn't differentiate split screen versus shared screen
       | and we strongly dislike split screen.
       | 
       | Story co-op is increasingly difficult to find. When you do find
       | them, they tend to be less campaign or story and more "repeated
       | encounter" scenarios (e.g., Insurgent). There is nothing like the
       | strategically deliberate plan and work together pace of Wildlands
       | since Wildlands.
       | 
       | Worse, recent co-op campaign games tend to be add-on modes to
       | PvP, meaning you have to contend with ridiculous "balance" boosts
       | and nerfs so nothing works like it should if it was a single
       | player game. PvE should not be "balanced" this way.
        
         | solardev wrote:
         | If you liked BG3, have you tried the Divinity Original Sin
         | series by the same studio? They're even better in co-op IMO and
         | not being limited to the D&D rules makes combat more fun and
         | dynamic.
        
         | xnorswap wrote:
         | If you didn't already try "It Takes Two" then you owe it to
         | yourselves to try, although I don't know off the top of my head
         | if it's playable as shared-screen.
         | 
         | It definitely ticks the "co-op story" game box though, and is
         | overall a great game.
        
         | lesuorac wrote:
         | Some co-ops are very confusing to me.
         | 
         | Like for Pikmin where in the later editions there were multiple
         | main characters on the field that you could switch between. How
         | was there not a local co-op where each player could use a main
         | character?
        
       | tombert wrote:
       | Most of my gaming now is honestly FreeCell on my phone, but if we
       | want to talk about what "gamers" would consider games, the only
       | time I really enjoy multiplayer is if I'm playing with actual
       | friends.
       | 
       | I never really had much enjoyment with playing with strangers on
       | the internet. Most of them are much better at these games than I
       | am, and it's just way too stressful. I also have some hesitation
       | trash-talking total strangers, but I'm perfectly fine doing that
       | with close friends.
        
       | al_borland wrote:
       | I think the push for multiplayer games made me quit gaming about
       | 10-15 years ago. It was only in the last couple years that the
       | new Zelda games got me back into it, which are single player.
       | 
       | I will sometimes play multiplayer games with my nephews, but
       | would always prefer to play by myself. If I'm playing a game I
       | want it to be fun and not stressful. When everything is a
       | competition, it's stressful. There's not letting up, no lazy
       | laps... you have to try to win.
       | 
       | They often want me to play Minecraft with them. I "forget" to
       | bring my laptop a lot. When I played Minecraft in the past it was
       | always on peaceful and I'd just build stuff. It was a giant
       | sandbox of digital legos for me, or I'd try and make weird stuff
       | with redstone. They have all these monsters turned on, want to go
       | into these boss battles, and they never give me any weapons (and
       | disable my ability to get my own) so I just die over and over
       | again trying to run from things with no defenses. It's awful.
       | Half the time I just stop playing and stare the the screen, like
       | wtf do you want me to do here...
       | 
       | I'm sure the industry hates the idea that most people prefer
       | single players games, because then they can't justify their
       | online services, so they are incentivized to push multiplayer
       | games and make people think that's what they like.
        
         | spacecadet wrote:
         | LOL your nephews are trolls.
        
           | al_borland wrote:
           | For sure... The one was being a jerk, so I was just threw it
           | right back at him and started destroying the whole settlement
           | he built. Emptying his chests into lava breaking down
           | walls... to see how he likes playing with a griefer.
           | 
           | It was somewhat effective.
        
             | jerf wrote:
             | Minecraft has the distinction of being the only game I've
             | played with my kids where I still felt like a parent even
             | in the game. It wasn't even just policing "bad behavior",
             | sometimes I had to run around covering over the ravines so
             | they wouldn't fall in, because then I had to go rescue
             | them. Now they're older and I still had to sometimes go
             | rescue them after they made an ill-considered journey
             | without supplying well enough in advance.
             | 
             | I'm not complaining per se. It's just interesting that the
             | game is able to have that dynamic in it.
             | 
             | They're older now, it's much less of an issue, but I still
             | mandate that PvP stays off at all times. Though it is a
             | useful lesson in the mechanics of escalation, I suppose.
             | 
             | (Specifically, you always value harm to yourself more than
             | you value harm to others, even your family, so when someone
             | does "1" damage to you, you perceive it as "2", then you
             | try to retaliate with "2" damage but _they_ perceive it as
             | "4" damage for the same reason, and now you're stuck in an
             | escalating loop. There are ways out of this loop, of
             | course, but it takes time. This rather simple model
             | explains a rather distressing amount of international
             | politics and history....)
        
         | screaminghawk wrote:
         | I also gave up on multiplayer and casually playing on Nintendo
         | Switch has got me back into it. For me, it's a skill issue. I'm
         | just not as good as I used to be. I play games on easy now so
         | that I can blast through it quickly. Otherwise I'll (have to)
         | set the game down for a couple weeks and completely forget what
         | was going on in the game.
         | 
         | I have the complete opposite experience with Minecraft. My kids
         | play peaceful flat land creative and it's the most boring thing
         | to me. I'll take boss fights without weapons any day.
        
           | al_borland wrote:
           | > I have the complete opposite experience with Minecraft. My
           | kids play peaceful flat land creative and it's the most
           | boring thing to me. I'll take boss fights without weapons any
           | day.
           | 
           | Flat land creative is boring. I agree with you there. I would
           | use a normal world and explore it a bit, find a good spot to
           | make my home, mine for materials, create a store room for all
           | of stuff getting mined, make secret entrances that would
           | trigger with pistons and stuff, things like that. I guess
           | some people might find that boring too, but I found it pretty
           | relaxing. Of course this was usually just something to do on
           | the side, while something else was going on. As a singular
           | focus I won't do it.
           | 
           | I used to work a job with a lot of downtime, so it was
           | perfect for that. Something to fill the time, but easy to
           | pick up and put down as needed, and I could still keep an eye
           | on what was going on at work to know if I needed to do
           | something.
        
       | bitfilped wrote:
       | Something else I haven't seen mentioned in the comments yet is
       | the rapid pace of AAA title acquisitions by players. I never
       | played as many games as my "gamer" friends, but over the last
       | several years the pace that people pick up and put down games is
       | staggering. Most of my friends will have acquired, played and
       | stopped playing 4-6 games in the time it takes me to get to the
       | oldest one in the current cycle (at which point there are no
       | friends left who are willing to play with.)
        
       | asdff wrote:
       | Single player games are always how they were, you are running
       | local software after all. If anything they get better with time
       | with bug fixes and community mod ecosystems that continue to
       | improve and overhaul the experience.
       | 
       | Multiplayer games are of course not strictly local software, but
       | their experience extends beyond software itself into forming an
       | abstract community of people. You might come on to a multiplayer
       | game and enjoy it for a time, but its in its nature that this
       | community will shift. The casuals move on to newer titles that
       | have all the other casuals on it now. The greybeards left playing
       | halo 3 today are total sweats now who stomp you every time you
       | have a happy memory of getting a killstreak 15 years ago and
       | foolishly open master chief collection.
        
         | falcolas wrote:
         | > Single player games are always how they were, you are running
         | local software after all.
         | 
         | Balance fixes (yes, in single player games) show that this is
         | not always the case. Baldur's Gate 3 and Elden Ring have both
         | had several gameplay tactics nerfed.
        
       | emilfihlman wrote:
       | I mean yeah, when you make multiplayer too clean it becomes less
       | fun.
        
       | koshergweilo wrote:
       | An obvious explanation for why publishers overwhelming focus on
       | multiplayer titles despite consumer demand is that multiplayer
       | games are much harder to pirate
        
         | 0cf8612b2e1e wrote:
         | Maybe? Seems like more and more publishers are trying to sneak
         | in a required internet connection for single player.
        
         | mrguyorama wrote:
         | Everyone is trying to build AAAA "live service" games because
         | fortnite and friends made a gazillion dollars. They did that by
         | essentially being a very new experience (no, shitty arma mods
         | do not count, they were so clunky you have to be a special kind
         | of patient and weird to enjoy them), so everyone tried it, and
         | that meant they could capture almost any whale, and Epic
         | eventually figured out you could milk literal children and
         | whales for all of their money, because kids will bully each
         | other into buying freaking character skins that used to be just
         | an unlockable or option in multiplayer gaming
         | 
         | The problem is that, to properly milk the whales, you have to
         | follow specific strategies that encourage their "I'm better
         | than you because I paid $100 instead of wasting 100 hours"
         | mentality, which means you have to make it suck to not be a
         | whale so that the whales can feel so superior, and to help
         | drive potential whales into entering their payment info and
         | becoming milkable whales.
         | 
         | That means that non-whale players, the majority, have to treat
         | the game as a part time job just to keep up with released
         | content (which is partially enforced by the game or community)
         | or else just not get to experience the majority of the game.
         | The game requires more effort per unit of "fun" you want to
         | experience because it has to in order to trigger the whale
         | catching effects.
         | 
         | However, most people only have time in their life for one of
         | these part time jobs, including the whales, which means the
         | market is fixed. There's only enough player time and whale
         | money to support a small, fixed number of these games. That's
         | why they keep failing, there are strong network effects, and
         | nobody wants to "invest" in a new game.
        
       | haunter wrote:
       | Interestingly they don't mention singleplayer online games which
       | are my favorites. MTG, Hearthstone, Street Fighter, Tekken etc
        
         | recursive wrote:
         | All the games in your list are multiplayer games though.
        
       | charlie0 wrote:
       | I just really miss split screen.
        
       | jkubicek wrote:
       | I want to start, pause and stop my game at any point and this
       | isn't compatible with a real-time multiplayer game.
        
         | drdaeman wrote:
         | That's not even compatible with a lot of single-player games
         | that only allow to stop at checkpoints (because developers are
         | lazy).
        
       | rasse wrote:
       | The problem with most perpetual multiplayer games is that they
       | are potentially limitless time sinks. They are often inherently
       | addictive with no natural end or resolution to them. Of course
       | there are single player games that do this too, so it's not the
       | only differentiator.
       | 
       | In contrast, single player campaigns (or co-op campaigns for that
       | matter) are often story driven. They have a beginning and an end.
       | They offer catharsis. If it's good, you may play through it
       | again, but it will end eventually.
        
       | skizm wrote:
       | My brain has a switch. I either want to try-hard or I want to
       | relax. Try hard mode means I'm playing competitive multiplayer
       | (cs2 is my current poison). Relax mode means I'm playing
       | something single-player and easy. Unfortunately, this makes it so
       | I pretty much can't play dark souls, souls-likes, or any other
       | single player games that advertise as "hard". When I'm in relax
       | mode, I have zero desire to run my head against a wall over and
       | over just to continue a story or world exploration. I wish more
       | games had a mode like "Another Crab's Treasure" where you can
       | simply press a button to kill the boss (there's an option to
       | "give Kril a gun" in the settings).
        
         | ryandrake wrote:
         | > When I'm in relax mode, I have zero desire to run my head
         | against a wall over and over just to continue a story or world
         | exploration.
         | 
         | Exactly. Real life has enough "repeated failure despite best
         | effort." Why would I want more of it in a video game I play for
         | enjoyment?
        
       | throw7 wrote:
       | When I got Batman Arkham Asylum it had Games for Windows Live
       | required. I didn't want an account online or "live" scoreboard,
       | at the time you could choose local only as an option.
       | 
       | Imagine my surpise when GfWL lost all my save games halfway
       | through. Why? Who knows. Maybe an GfWL update? Maybe a game
       | update? I severely reduced my gaming after that and have been
       | adamant for true standalone games only (thank you GOG games).
       | 
       | Note: I do not mind multiplayer online games. I have been known
       | to play DDO (Dungeons & Dragons Online) off and on.
        
       | cpersona wrote:
       | I've spent a lot of time lately playing a game called Ravenfield.
       | It has replaced CS2 as my main game. The graphics are bad, it's
       | purely single player, the AI is not great, but it allows for
       | large scale battles with none of the pain of playing against
       | other people. Mods are free and there are tons, with new ones
       | created weekly. No need to pay for upgrades or game packs or
       | seasons or crates.
        
         | mrguyorama wrote:
         | Ravenfield is silly fun. The slowmo is so great for power
         | fantasies.
         | 
         | An extremely old build (that still demonstrates the core
         | gameplay) is available on itch.io if anyone is unsure that they
         | might like it.
         | 
         | The dev is doing some weird anime campaign that they seem to be
         | heavily invested in, but I don't really care. I paid for the
         | game I wanted long ago.
        
       | tonymet wrote:
       | multi-player is more competitive. single-player is more about the
       | story & mechanics. they are complimentary and distinct genres of
       | games.
       | 
       | I'm in my 40s and don't put in the effort to be competitive in
       | multiplayer games. I have great admiration for the developers and
       | the players who participate.
        
       | wiradikusuma wrote:
       | Maybe because I'm old (and have a job and a family), but I don't
       | like online games because of availability issues.
       | 
       | If I'm playing online, I prefer to play with my friends (not
       | strangers). Arranging time so everyone is available is very
       | difficult.
       | 
       | I do miss LAN parties.
        
       | atum47 wrote:
       | Hey, if I wanted to socialize I'd go outside, am I right?!
        
       | lencastre wrote:
       | I find turn based board games on BGA to be the best compromise.
        
       | pjmlp wrote:
       | Indeed, at max I would go for a split screen in some games, but
       | that is about it.
        
       | physicsguy wrote:
       | Most gamers are casual and are over the age of 20 and can't
       | dedicate hours of their lives to maintaining a decent standard in
       | online play
        
       | misiek08 wrote:
       | Funny, because 70-80% of my friends prefer multiplayer, because
       | you just can spend time together, talking and playing.
        
       | flashgordon wrote:
       | Please just give me back my OG mass effect, og warcraft,
       | StarCraft, monkey islands, kings quests that I can play on my own
       | and has a good story. I don't want of the crappy mmo nonsense.
       | One can dream!
        
       | medvezhenok wrote:
       | I'm an early-internet player, but I used to really enjoy games
       | like KingsOfChaos, Outwar, Neopets and Runescape (OG version, or
       | 2007 reboot).
       | 
       | It sounds weird, and not what most people would consider as
       | "gaming" but all of those were a mix of solo & coop since they
       | had a social aspect but totally playable alone (well,
       | KingsOfChaos would be kind of silly to play alone).
       | 
       | It seems like only the OG runescape still has some sort of
       | following, the other ones died out (there was a different one
       | with space ships and planets and power levels, but I forget the
       | name - same principle as Outwar and KingsOfChaos).
       | 
       | There was also a Russian one based on the Dozory universe (Night
       | Watch) by Sergey Lukianenko (one of my favorite authors), but
       | that mostly turned into a cash grab which is a bummer because
       | it's one of the coolest game concepts out there - it has been my
       | dream that someone actually makes that game.
        
       | BigParm wrote:
       | The competitive shooters have been destroyed by cheaters. In the
       | long term, and even the short term, cheats beat anticheat. That's
       | why co-ops like Helldivers 2 are popular now.
        
       | dcchambers wrote:
       | Many reasons for this:
       | 
       | Online gaming used to be about having fun. And while those
       | communities definitely still exist, the landscape is dominated by
       | "competitive" gaming that brings out the worst in people.
       | 
       | The relentless pushing of "battle passes," in-gaming loot crate
       | gambling, and in-game upgrades using real-life money from game
       | publishers.
       | 
       | There's also the whole "you can't pause real life" thing. Much
       | easier to play online when you're young and don't have real
       | responsibilities - but that's not a luxury most adults have.
        
       | lucasfdacunha wrote:
       | Since this became a big topic here about gaming which is rare,
       | I'll plug side project of mine.
       | 
       | I publish a weekly gaming newsletter called The Gaming Pub
       | (https://www.thegamingpub.com/) similar to the Hacker Newsletter.
       | I curated an assortment of links with the most important news and
       | other topics from the gaming world (I'll include this link in
       | tomorrow's issue).
       | 
       | If you are interested and don't have the time to catch up with a
       | bunch of gaming-related content (news, reviews, articles, etc)
       | take a look at my newsletter, it might be something that is a
       | good fit for you.
       | 
       | https://www.thegamingpub.com/
       | 
       | Thanks!
        
       | valbaca wrote:
       | No, we prefer single-player games that also have couch-coop but
       | couch-coop games died.
        
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