If you regularly watch youtube or other video platforms or streaming websites you may have noticed that by far one of the most popular trends is the let's plays, where people record themselves playing video games and give their stupid commentary into it, well this was not always the case, it was very likely created by just a small change in the youtube algorithm and therefore not organic.
In my last blog "The making money on the internet delusion" I concluded that making money on the internet is a delusion, but now I think I was partly wrong. You have to understand that I was assuming to make money in an ethical way, which is indeed hardly possible on the internet, but there is a trend that works relatively well and it is the prostitution model.
Did you ever think that you can easily make money on the internet? Well think again or let me tell you here. First I did not really know how to call it, since I planned to do an article on a specific kind of platform that supports content creators like Patreon or platforms that allow monetization like Youtube, but then I figured it is more like the whole of the internet, since the alternatives to those mainstream monetization services are usually even worse, that is why I chose to call it "The making money on the internet delusion", since I think it is the totality of the internet that has this issue, at least for content creators.
The overuse of search bars is a good example of the dumbing down of humanity. It seems people nowadays become more and more incompetent at operating computers and the internet. Instead of using their brain to type in a website into the address bar (not the search bar) and then using their brain to navigate through the menus to find what they are seeking, they seem to now just use the search bar for everything.
I already covered why linear story based games are boring, but this applies mostly to singleplayer games and I thought there must be an equivalent for multiplayer games, since somehow multiplayer games also feel boring, but it's not so clear why, so I try to break it down as well. At first I thought there may not be enough content for an article about this topic, but I will try anyway. The first problem was that I did not really knew how to call it, so I called it circular based, which sounds a bit weird, but I will now get to why I chose those terms.
It really wonders me how I never witnessed anyone mentioning this issue and it is how boring story based linear games are. I'm pretty sure many at least subconsciously have experienced the boredom they bring and now I will tell you why they are probably even objectively boring.
Have you ever wondered why it seems nobody is making RPGs anymore? At least AAA RPGs, since I'm not perfectly aware of all those thousands of indie game developers that may exist, but I would guess with a high probability, that even those will or have not created any true RPGs, since RPGs are hard to make and require a lot of resources, talent and skill, which indie developers often don't have, well at least not the resources, but often they also lack talent and skill.
As the Bible already stated it: "For the love of money is a root of all kinds of evil." This also seems to apply to the video game industry and to artists.
I already felt it pretty soon when writing those articles, that many of the bad game design choices have one big thing in common and it is the love of money or the intent to maximise monetary profit over everything else.
What is worse than creating something? Creating nothing. How can you create something while at the same time creating nothing? Well you simply copy. Artistically a copy is nothing, or close to nothing. I once heard that the definition of art is to create something new and unique aka being creative and if you just copy, you are not being creative or artistic by definition and therefore a remake game, or clone is not good game design, as nothing or not much new is actually created.
Almost every gamer probably also knows this one, it is those invisible barriers that prevent you from going out of the map or going somewhere you are not supposed to go. For game designers this is often a necessary evil, because there is no other way to do it based on their resources, but it is an ugly solution, therefore a bad game design choice.
First this was planned as multiple articles, because there are many kinds of invisible walls, each for different reasons, some physical, some metaphorical, let me make a list of the basic types of invisible walls in games: