'Seeking connection': video game where players stopped shooting, started talking - Comments

'Seeking connection': video game where players stopped shooting, started talking

fooker

It has always puzzled me a little bit that shooting is a core mechanic in a majority of video games.

Does this serve any purpose?

Maybe it makes joining the military not too unappealing for teenagers.

spockz

Games of tag where you are “out” when hit, optionally with a mechanism for being revived are a staple game for young kids around here. Video games with shooting just seems like a logical extension of that into the virtual domain and with ranged “tag” of that.

Besides shooters there are many puzzle games as well.

nmeofthestate

Shooting isn't the core mechanic in the majority of video games.

scotty79

It's pointing and clicking. It's just one of the simplest things a game can make a player do. It's intuitive what sound roughly it should make and what visual effect to show up.

It's as if it was weird that most dancing has a lot of putting one foot in front of the other.

darkteflon

I mean, the really good ones can be beautiful, terrifying, balletic displays of dominance, skill and tactical intelligence. There’s nothing in all of gaming quite like being hunted by a human being. It’s a real thrill.

sublinear

Any simple input scheme mapped to a game of skilled hand-eye coordination usually holds up, even ancient arcade games.

Back when games were mostly 2D, a lot of action games got consolidated into platformers. Shooters just seem to be the equivalent genre in 3D.

astoor

> "It has always puzzled me a little bit that shooting is a core mechanic in a majority of video games. Does this serve any purpose?

My personal theory is that violent video games (and films and other media) are encouraged in highly militarised societies to desensitise their populations to violence - if you normalise it so it all seems like a game or other form of entertainment, you get a lot less internal opposition when you go about killing real people in other countries.

pawelduda

It's often just a part of a broader puzzle - you need to aim with precision, react quickly, properly chain your movements, be aware of your surroundings, know when to be offensive/defensive, apply your tools/skills to specific situation, manage your resources, etc. Shooting is just a subset of all that.

With that logic you could also dumb down chess to killing, because that's the core mechanic.

philipwhiuk

It's not really that complex.

Humans have historically been better competition than AI. Writing AI that is evenly matched with a human so as presenting a challenge that is tough but not unwinnable is much harder than just playing against another person.

> Maybe it makes joining the military not too unappealing for teenagers.

Someone should have told the US Army: https://en.wikipedia.org/wiki/America%27s_Army

(Surprisingly for a government project it was pretty playable)

kreco

I don't mind shooting.

But I do mind shooting human being. I wish we would be more creative on that front.

dude250711

Mordhau is a bit like this. We also need Team Fortress 3 now.

klondike_klive

A while ago when I got Resident Evil on the Wii. I found myself really fed up and depressed with the pee and poo coloured levels and relentless misery (maybe I should have known better than to rent Resident Evil!)

I had the idea of taking classic 3d videogame levels and landscaping them with flowers and benches. Executive function got the better of me, I but I still muse about it from time to time.

thebruce87m

I’m always on the lookout for non-violent low-stress games. I do like exploration. Games like A Short Hike are few and far between.

I thought Death Stranding was supposed to be less-stressful but I’m quite near the start and so far I’ve got to worry about items degrading, inventory management and enemies. I was just looking for more of a peaceful walking simulator game. I wish more games had a non-combat option, or maybe a “Jesus take the wheel” mode for the stressful bits that turns it into more of an interactive cutscene.

adzm

I'd love to mention the Endless Forest, an artistic game from nearly twenty years ago where you were a deer and there were no real goals and communication was entirely with deer gestures and sounds. The idea was great and it was fun finding random other people (as deer) and exploring the fantasy world together.

viktorcode

The game smartly sorts players into lobbies based on their aggressiveness towards others. And this is where it diverges from real life scenarios.

aggakake

People sort themselves into cliques and bubbles all the time?

moregrist

There are plenty of real life examples of this, from softball leagues that self-sort based of levels of seriousness / competitiveness / aggressiveness, to people actively avoiding going into areas like investment banking or high-pressure sales because they have a reputation of being very aggressive.

You can’t always avoid people who are aggressive towards others, but I’ve found that my life is a lot more stressful when I work with aggressive people, so I actively try to avoid these situations and work in more collaborative environments.

anthonj

I remember a lot of online servers from the Jedi Knight series where people would spend a lot of time talking (well.. writing in chat), messing around, making friendly duels or exploring weird custom mmaps.

It was kinda weird considering the game type.

wafflemaker

When playing EvE online many years ago, I was surprised by one enemy militia player.

Context: we were living partially in low sec systems where PvP was allowed. That's where PvP players from big alliances came when there were no 5k ppl fights for system control.

I've noticed one enemy player consitently being very chivalry about fights. He returned loot to less experienced people he won a fight with and was always humble in both defeat and victory. He even once returned a very expensive module that dropped from my ship after he won a fight with me. And that showed clearly I wasn't a new player that needed taking care off.

That taught me a lot about playing and general behavior in life. That it's not always about your results, but it's always about your style.

Groxx

My first "player encounter" was with someone who patiently took me through many of the basics for over an hour at the very beginning (like 15 minutes in), then tricked me into attacking them so they could blow me up and get away with it.

That's the kind of troll I love. Technically they taught me another useful thing in the process, and it cost me effectively nothing because I could just reroll the character. High effort and low payoff is the best kind.

homeonthemtn

Hopefully we come full circle back to game lobbies. Game lobbies and fixed servers were the micro communities this article is dancing around. It worked remarkably well in the early days. I know I certainly miss it

Insanity

Many games with a dedicated servers browser back in the early 2000s just turned into chatrooms at night. I’ve seen that even in games that this article calls out as being just about “shooting” like cs. But it happened on ET, CoD, JK, etc.

fooker

It has always puzzled me a little bit that shooting is a core mechanic in a majority of video games.

Does this serve any purpose?

Maybe it makes joining the military not too unappealing for teenagers.

spockz

Games of tag where you are “out” when hit, optionally with a mechanism for being revived are a staple game for young kids around here. Video games with shooting just seems like a logical extension of that into the virtual domain and with ranged “tag” of that.

Besides shooters there are many puzzle games as well.

nmeofthestate

Shooting isn't the core mechanic in the majority of video games.

scotty79

It's pointing and clicking. It's just one of the simplest things a game can make a player do. It's intuitive what sound roughly it should make and what visual effect to show up.

It's as if it was weird that most dancing has a lot of putting one foot in front of the other.

darkteflon

I mean, the really good ones can be beautiful, terrifying, balletic displays of dominance, skill and tactical intelligence. There’s nothing in all of gaming quite like being hunted by a human being. It’s a real thrill.

sublinear

Any simple input scheme mapped to a game of skilled hand-eye coordination usually holds up, even ancient arcade games.

Back when games were mostly 2D, a lot of action games got consolidated into platformers. Shooters just seem to be the equivalent genre in 3D.

astoor

> "It has always puzzled me a little bit that shooting is a core mechanic in a majority of video games. Does this serve any purpose?

My personal theory is that violent video games (and films and other media) are encouraged in highly militarised societies to desensitise their populations to violence - if you normalise it so it all seems like a game or other form of entertainment, you get a lot less internal opposition when you go about killing real people in other countries.

pawelduda

It's often just a part of a broader puzzle - you need to aim with precision, react quickly, properly chain your movements, be aware of your surroundings, know when to be offensive/defensive, apply your tools/skills to specific situation, manage your resources, etc. Shooting is just a subset of all that.

With that logic you could also dumb down chess to killing, because that's the core mechanic.

philipwhiuk

It's not really that complex.

Humans have historically been better competition than AI. Writing AI that is evenly matched with a human so as presenting a challenge that is tough but not unwinnable is much harder than just playing against another person.

> Maybe it makes joining the military not too unappealing for teenagers.

Someone should have told the US Army: https://en.wikipedia.org/wiki/America%27s_Army

(Surprisingly for a government project it was pretty playable)

kreco

I don't mind shooting.

But I do mind shooting human being. I wish we would be more creative on that front.

dude250711

Mordhau is a bit like this. We also need Team Fortress 3 now.

klondike_klive

A while ago when I got Resident Evil on the Wii. I found myself really fed up and depressed with the pee and poo coloured levels and relentless misery (maybe I should have known better than to rent Resident Evil!)

I had the idea of taking classic 3d videogame levels and landscaping them with flowers and benches. Executive function got the better of me, I but I still muse about it from time to time.

thebruce87m

I’m always on the lookout for non-violent low-stress games. I do like exploration. Games like A Short Hike are few and far between.

I thought Death Stranding was supposed to be less-stressful but I’m quite near the start and so far I’ve got to worry about items degrading, inventory management and enemies. I was just looking for more of a peaceful walking simulator game. I wish more games had a non-combat option, or maybe a “Jesus take the wheel” mode for the stressful bits that turns it into more of an interactive cutscene.

adzm

I'd love to mention the Endless Forest, an artistic game from nearly twenty years ago where you were a deer and there were no real goals and communication was entirely with deer gestures and sounds. The idea was great and it was fun finding random other people (as deer) and exploring the fantasy world together.

viktorcode

The game smartly sorts players into lobbies based on their aggressiveness towards others. And this is where it diverges from real life scenarios.

aggakake

People sort themselves into cliques and bubbles all the time?

moregrist

There are plenty of real life examples of this, from softball leagues that self-sort based of levels of seriousness / competitiveness / aggressiveness, to people actively avoiding going into areas like investment banking or high-pressure sales because they have a reputation of being very aggressive.

You can’t always avoid people who are aggressive towards others, but I’ve found that my life is a lot more stressful when I work with aggressive people, so I actively try to avoid these situations and work in more collaborative environments.

anthonj

I remember a lot of online servers from the Jedi Knight series where people would spend a lot of time talking (well.. writing in chat), messing around, making friendly duels or exploring weird custom mmaps.

It was kinda weird considering the game type.

wafflemaker

When playing EvE online many years ago, I was surprised by one enemy militia player.

Context: we were living partially in low sec systems where PvP was allowed. That's where PvP players from big alliances came when there were no 5k ppl fights for system control.

I've noticed one enemy player consitently being very chivalry about fights. He returned loot to less experienced people he won a fight with and was always humble in both defeat and victory. He even once returned a very expensive module that dropped from my ship after he won a fight with me. And that showed clearly I wasn't a new player that needed taking care off.

That taught me a lot about playing and general behavior in life. That it's not always about your results, but it's always about your style.

Groxx

My first "player encounter" was with someone who patiently took me through many of the basics for over an hour at the very beginning (like 15 minutes in), then tricked me into attacking them so they could blow me up and get away with it.

That's the kind of troll I love. Technically they taught me another useful thing in the process, and it cost me effectively nothing because I could just reroll the character. High effort and low payoff is the best kind.

homeonthemtn

Hopefully we come full circle back to game lobbies. Game lobbies and fixed servers were the micro communities this article is dancing around. It worked remarkably well in the early days. I know I certainly miss it

Insanity

Many games with a dedicated servers browser back in the early 2000s just turned into chatrooms at night. I’ve seen that even in games that this article calls out as being just about “shooting” like cs. But it happened on ET, CoD, JK, etc.