I decided to start playing Borderlands: The Pre-Sequel (BLPS), as one of the literal 124 games in my Epic library that I did not pay for. No, really, I just counted one-hundred and twenty-four. Minus one, as I did end up purchasing Outward way back in the day:
Anyway. Borderlands: Pre-Sequel!
…yeah, it sucks. I give myself about a 40% chance of uninstalling it the next time I play.
There are a lot of people who don’t, but I for one actually do appreciate the Borderlands writing style. The humor doesn’t always land, but there simply aren’t many people out there writing, well, out there. Most games have utterly boring dialog and take their generic plots very seriously. So when you have a game series that does the exact opposite, amusing things can happen.
That’s not the problem though. The problem is the gameplay.
Back in the day (Jesus Christ, 2013?!), I talked about getting burned out on Borderlands 2. At the time, I was talking about the absurdity that occurs when you get to the level cap and end up facing enemies with tens of millions of HP. Some of that is impacting me even at the beginning of BLPS, as I start wondering whether I am going to just plow through the story missions or play this “for real.” See, nothing you do matters in a Normal playthrough. And on the next playthrough, you have to plow through the story again until the level-cap, doing zero side-quests, lest the unique side-quest rewards roll stats at your non-level-cap level. Which would make them instantly useless.
The other part though, is just how the gameplay design doesn’t fit the design of the game. For example, for such a kinetic gunplay experience, Borderlands has these awkward moments of intense inventory management. Bosses and enemies can explode in a fountain of epic loot… and you have to meticulously look at each one to analyze its stats, see if you have enough inventory space to pick it up, and so on. BLPS takes this to a whole new level considering the game takes place on a low-gravity moon. Which means you can be in an intense firefight and killing enemies with jetpacks, only to watch in horror as potentially good loot goes flying off in all sorts of directions.
Speaking of low-gravity, BLPS adds the element of gliding and slamming as attacking maneuvers. Which is fine. But it really highlights the fact that there isn’t much that the game is asking you to do that is actually supported in the game. This isn’t a cover-based shooter, for example, but the game does expect you to take cover/crouch to avoid damage while waiting for your shields to recharge. Arial acrobatics and butt-stomps are nice and all, but good luck surviving long enough to do any damage as you are literally floating out in open vacuum. Most of the encounters I face are either trivial or overwhelmingly difficult, depending on the availability of cover and whether enemies are randomly equipped with shocking guns (which melts shields).
The above issues are not unique to BLPS, of course. In 2021 though, the standards to what nonsense I am willing to endure have been raised.
Finally, I just have to say there are extremely early parts of BLPS that is just frustratingly bad. Like when you just start playing the game and are facing multiple rooms full of hostiles before you get your very first shield. Was that a thing in BL2? I don’t remember. But there’s also an area after unlocking the first vehicle where you are expected to make a jump while boosting… and I fell into the pit like six times in a row. I was boosting, I was hitting the obvious ramp, and down in the pit I went. Almost uninstalled that night. The deaths were irrelevant – the percentage of wealth penalty is trivial at that level – but it indicated to me that either the game was going to be that janky, or that I no longer understood what the game was asking me to do.
So far, the answer seems to be “both.”
I’m real done with Clash Royale.
My trajectory was set for a while now. I have been playing near-daily for over four years now, after all. While there have been a lot of new cards developed in that time, systemic issues made them functionally useless – when you are playing in the top leagues, you need max-level cards to succeed, and all new cards start at level 1. Still, Supercell managed to make a few intelligent changes along the way that kept things moving. For example, nowadays new cards are “boosted” to your King Level for a month, meaning I can actually use them straight away.
The problem is that Supercell hyped up the “Clan Wars 2” changes that were aimed at breathing new life into the clan part of clashing. And the delivery wasn’t just flat, it actively destroyed what existed and replaced it with some real shit.
Odds are none of you play Clash Royale or particularly care either way, but hang with me a second.
The old system had a two-day cadence. On Day 1, your clan had a rotating set of three “collection” battles. For the most part, these battles were way different from normal battles: you had options like Draft (build a deck), Classic Deck (get a random pre-built deck), Sudden Death, and so on. The important bit is that these game modes are quite fun AND don’t require max-level cards. Win or lose, your clan gets X amount of random cards that they will later use for the actual clan battle. On Day 2, your clan all has to use the same cards that were collected to build the best deck they can, and fight other people under similar limitations (but different cards). Your card levels matter here, and sometimes the card selection forced you into a deck archetype you aren’t comfortable with.
The new system? You need to build four decks using your own cards, and none of the cards can overlap. Then you participate in a “River Race” in which you… use those four decks playing 1v1 battles. Just like you were playing ladder, aside from being stuck with sub-par decks due to the no-overlap limitation. Each deck has a 12-24 hour cooldown. There is technically a wrinkle insofar as you can instead attack enemy ships directly, which results in a weird PvE-ish situation, and can cause said enemy clan to be forced to repair their ship instead of doing attacks and acquiring more Fame (which determines how fast your boat goes).
My clan completed the race within 2-3 days and netted 1st place. There doesn’t appear to be any particular reason to keep playing the River Race after that. Maybe you can still get some gold or something?
Regardless, this update took the one interesting part of the game – the unique game modes – and jettisoned them away. There still is a rotating game mode that can be fun, but it only changes a few times a week and there are some stinkers in the rotation. Everything else is basically just 1v1 ladder. Well, it’s ladder for the first game, and then you are stuck with whatever shit decks you can throw together with your remaining cards as you face three Hog Cycle decks in a row. I’m better off than most insofar as I have mostly max-level cards… but I hate ladder. It’s the same shit meta month after month, and all I’m doing is just grinding gold to upgrade cards I don’t actually use.
The funny thing is… some people will say this is a success. After all, I have given Supercell $100 or so and I have gotten untold hours of entertainment over four years. From a mobile game! And yet I could not possibly be more burned out, worn down, disgusted. Well, I could, and have been, with other games like MMOs. But I haven’t played MMOs in a while precisely because of this level of burnout, and I don’t like experiencing it from a mobile game too.
That’s my own damn fault, of course. I could have been wasting (more of) my time on Reddit or whatever instead of still playing a game I was growing to dislike on a daily basis. Nevertheless, I suppose that is the price we pay for seeking games to worm into our daily routines: they leave holes when you eventually root them out.
As you may have heard, I continue to play Slay the Spire.
I have beaten the “normal” game dozens of times with all three default characters, and have unlocked all the cards and relics. When you defeat everything with all three characters, you can unlock a fourth stage with a super-secret boss, and you also unlock Ascension Mode. Each character has their own Ascension Mode tracker, and defeating the standard final boss will increment the Ascension Mode up one digit, to a maximum of 20. What happens on each level is the following:
- Elites spawn more often.
- Normal enemies are deadlier.
- Elites are deadlier.
- Bosses are deadlier.
- Heal less after Boss battles (75% of missing health)
- Start each run damaged (-10% health)
- Normal enemies are tougher.
- Elites are tougher.
- Bosses are tougher.
- Ascender’s Bane
- Start each run with 1 less potion slot.
- Upgraded cards appear less often. (50% less)
- Bosses drop less gold. (25% less)
- Lower max HP. (-5 for Ironclad, -4 for Silent and Defect)
- Unfavorable events.
- Shops are more costly. (10% more)
- Normal enemies have more challenging movesets and abilities.
- Elite enemies have more challenging movesets and abilities.
- Boss enemies have more challenging movesets and abilities.
- Fight 2 bosses at the end of Act 3.
I have been focusing on playing the Silent, the 2nd character, and achieved Ascension 15.
Also, I am so done with this game.
This particular Ascension mode design is rather brilliant in a lot of ways. Many games have harder difficulties, including roguelikes, but most of them are not as granular as this. The first “downside” of more Elites, for example, is not technically a downside for someone skilled with the game – each Elite enemy killed will result in a Relic, which can substantially improve the rest of a run. It’s often advised to target as many Elites as possible in the first Stage, to either wash out a weak deck early, or load up on goodies when the risk to your time is low.
Plus, there is the more mundane benefit to the fact that even if you are a super pro player from the start, you still need to play through and beat the game 20 times before you reach the hardest difficulty. Per character! That’s a lot of gameplay. Or grinding, depending.
I lasted way longer than I thought I would at the beginning (Ascension 15, remember), but the fundamental truth is that each time I succeeded, each subsequent game became less fun. By design. Well, presumably I am supposed to become more and more proud of my ability to overcome challenges, but that doesn’t really happen in practice. Especially in Slay the Spire’s case, where after a while things become more and more RNG-based as the margin for success shrinks.
This is probably for the best. I prefer the discrete finality of a rolling credits screen to the ashes of burning out, but an ending is an ending. Now maybe I can move on to something else.
The two games I have been playing lately have been Far Cry 4 and No Man’s Sky. While I can and have played NMS for 3+ hours at a stretch, I struggle to play Far Cry 4 for more than maybe an hour. This is in spite of Far Cry 4 being the more entertaining game on both a micro and macro sense.
On reflection, the reason seems obvious: breakpoints.
Far Cry 4 is technically an open-world game that allows you to run wherever. However, there are definitely a lot of story-based missions that have clearly defined beginnings and endings and checkpoints inbetween. While they are not necessarily spaced far apart, there comes a time at the end of a mission that you begin thinking about how you’ll be spending another 30 minutes sneaking/guns-a-blazin’ through the next one. Why not just hit Save & Quit and take a break instead, eh? The end is as good a place as any to quit.
Conversely, No Man’s Sky is a lot like Minecraft insofar as there are no particular breakpoints. Turning in Missions sounds like a good time… but as soon as you turn them in, new missions appear to replace the old ones. And, oh, this one just requires you to exit the space station and kill one pirate ship. While you’re out there, the planet in the background has the Trading Post destination for that other mission clogging up your log. Ooo, it’s been a minute since you’ve seen a planet with water, so maybe go collect some Kelp Pods… et cetra, et cetra.
This phenomenon is not new by any means. Anyone playing MMOs knows it intimately, insofar as the breakpoints offered by dungeons, turning in quests at a hub, winning a PvP match, and so on.
What has become more interesting to me now, is how these breakpoints affect my perception of the underlying game. Like I said at the beginning, Far Cry 4 is objectively more fun. I know it’s more fun. But when I sit down to game in the evening, I find myself hesitating on the Far Cry 4 icon. If the game is so fun, why can’t I play it for more than an hour? What does it say about a game that I feel somewhat relieved when it’s over, and I boot up something else afterwards?
When I think back on the MMOs I have played, especially with WoW, I recognize that while there were breakpoints in certain content, there were a variety of alternative activities that allowed one to unwind. Raid for two days a week, spend time farming mats the rest. Complete a dungeon, go back to town and look into enchanting your new gear. and so on. Far Cry 4 technically has some elements of that – collecting herbs, selling vendor trash, etc – but obviously the game isn’t exactly designed to give you as full a break as an MMO.
The other interesting thing about breakpoints is how I used to feel like games without them would lead to faster burnout. It seems to make intuitive sense that the longer you leave a candle burning, the faster it goes out. Instead, I feel like all the abrupt starts and stops in Far Cry 4 have decreased the mental shelf life of the game. It is almost as though my mind only recognizes the number of intervals, and not the total length – playing an hour at a time is the equivalent as as playing four hours at a time. This certainly makes sense to me in terms of FF14 as well, when I kept running into content walls that all but required me to stop playing for the day.
Perhaps breakpoints aren’t as good as I once thought.
In terms of creating an incentive to play, I believe that things like Daily Quests and other log-in rewards are extremely effective. That being said, I also believe it is an open question as to whether such incentives come at the expense of long-term engagement with the game. At least, those are my thoughts after reading the
long thorough post by Torvald that is making the rounds.
Players are logging on, feel compelled to go through their Garrison chores, getting those rewards that are placed right in front of them… Even though that very content is not fun and drains their stamina for engaging in other content. It reduces their stamina for engaging in other activities that absolutely require large blocks of time to give a reasonable hope of success. And for activites that don’t absolutely require large blocks of time, so many of those lack structure that the player defaults to assigning them large blocks of time for what it would require to be “worth it” (i.e. very few players want to make a trip for an unstructured rep grind just to grind for 15 minutes).
In this situation, Torvald is talking about WoW players who say “there’s nothing to do” despite there arguably being more things to do than ever before. A player feels like they have to complete the Garrison stuff immediately, lest they forever lose the reward and fall behind. And that is a sentiment that I 100% can relate to in expansions past. Remember the Tournament dailies in Wrath of the Lich King? Or Jewelcrafting dailies? The end goal required X amount of days to reach with few (or no) catch-up mechanisms, so each day you skipped doing them added that much more time to completion.
There is absolutely no question that I logged onto WoW some days solely to do daily quests. Similarly, there is no question that on the days where I logged on just to do dailies that I sometimes ended up hanging out with friends. So, in essence, the daily quests worked in making social situations possible. After all, the death knell of any MMO starts ringing when you no longer feel compelled to log on.
But I can totally feel the other side of this too. When you think about MMO burnout, what is the image in your mind? Did it come from the activities you found fun in the moment? Or did it come from the sense of crushing obligation? If you are having fun every time you play, is burnout even possible?
I hesitate to say that dailies are not fun generally, as I personally find satisfaction in the completion of even mundane tasks. I also enjoy the sense of character progression and the working towards a long-term goal. That said, dailies do in fact take up a non-inconsequential amount of limited play time. If you spend “just” 30 minutes on chores, how much time do you have left for other activities? And how do you avoid the sense of loss (i.e. opportunity cost) that derives from not completing dailies and letting those easy rewards go?
I do not know if there is a solution. The one offered by Torvald is to essentially reduce the number of Garrison chores directly, and then make the remaining ones take longer than a day (e.g. Weekly quests). I did enjoy when WoW experimented with allowing you to complete a full week’s worth of dungeon dailies in a single session, as that allowed you the freedom to either work on other projects guilt-free or only to log on the weekends and still remain somewhat competitive. Then again, I’m not entirely sure how healthy plowing through that many dungeon dailies on Reset Day really was.
It might be cute to suggest “no dailies” but I’m not sure we can really go back. At a minimum, other games will have daily quests and I know people who log onto them to get those easy rewards before logging off and playing the game without dailies. That scenario “drains your stamina” just the same as if the daily-less game had them.
I’m not sure there is a solution here other than the one I’m currently employing: not playing MMOs. Of course, Dragon Age: Inquisition has War Table timer-based quests now too. You just can’t escape.