It's a silly take. When one mechanic is removed or automated it should be seen as being in service of focusing on another. I can see an extremely nitpicky complaint that this can make it so a game looks like it's a genre you like but then in reality it's a genre that you don't. That's OK though, you can adapt to new information, and not every game needs to be for you.
> If somebody automated Devil Daggers, I would stab them in the hands with a barbeque fork.
If you stab them in the hands with a fork, then they need to automate Devil Daggers to play it. Not an easy game to enjoy missing half a hand, it or Hyper Demon.
I didn't read past the paywall fold, but this seems like a pretty silly hill to die on. Many of the best games - Rimworld, Dwarf Fortress, S.T.A.L.K.E.R., Starcraft, Simcity - all automate their background tedium to let players focus on more interesting skill expression. If you took away the macro focus and forced people to micromanage every gameplay element, it feels fair to say that all of them would become worse games with very little added to the experience.
Even the author's ironic ideas, like "automate Street Fighter" echoes a real-world genre of turn based fighting games that end up being awesome spectator sports. YOMI Hustle has a pretty dedicated community that ekes out frame-perfect skill expression that other fighting games dream of: https://youtu.be/fZVsO62e4Aw
I agree with your take (as someone with 3k hours in factorio). I think there is different categories of automated though. In one case you're still solving problems just at a higher level, in the other case you're no longer solving any problems. Like, getting logistics drones in factorio does automate some aspects of the game but then you just increase your scope and scale and still have the same core problem of "grow the factory"
if Vampire Survivors is a dopamine shortcut, then
> This post is for paying subscribers only
is a cortisol hack. thanks author :( i'm going back to actually having fun!
Thanks for the warning, would rather not waste my time reading an article only to get half way through it and find a paywall -_-
It's a silly take. When one mechanic is removed or automated it should be seen as being in service of focusing on another. I can see an extremely nitpicky complaint that this can make it so a game looks like it's a genre you like but then in reality it's a genre that you don't. That's OK though, you can adapt to new information, and not every game needs to be for you.
> If somebody automated Devil Daggers, I would stab them in the hands with a barbeque fork.
If you stab them in the hands with a fork, then they need to automate Devil Daggers to play it. Not an easy game to enjoy missing half a hand, it or Hyper Demon.
I didn't read past the paywall fold, but this seems like a pretty silly hill to die on. Many of the best games - Rimworld, Dwarf Fortress, S.T.A.L.K.E.R., Starcraft, Simcity - all automate their background tedium to let players focus on more interesting skill expression. If you took away the macro focus and forced people to micromanage every gameplay element, it feels fair to say that all of them would become worse games with very little added to the experience.
Even the author's ironic ideas, like "automate Street Fighter" echoes a real-world genre of turn based fighting games that end up being awesome spectator sports. YOMI Hustle has a pretty dedicated community that ekes out frame-perfect skill expression that other fighting games dream of: https://youtu.be/fZVsO62e4Aw
I agree with your take (as someone with 3k hours in factorio). I think there is different categories of automated though. In one case you're still solving problems just at a higher level, in the other case you're no longer solving any problems. Like, getting logistics drones in factorio does automate some aspects of the game but then you just increase your scope and scale and still have the same core problem of "grow the factory"