aron z i
Sweden
My gaming relation:
I'm a causual, but from time to time abitious, gamer. An ideal game for my selfish enjoyment should have no or little focus on challenge (1*). It should fill the role of a movie that is constantly adjusted with my desiring. I like to play around, but also to plan things out so that I and others can have a good time.

How my gaming relation fits today's gaming culture:
Games that kind of meet my requirements are games like "Ultimate Epic Battle Simulator", "BeamNG", "Besiege" (2*), "Stick Fight: The Game", "Spore" and "Fable: The Lost Chapters" - games that are very easy and don't require much time and effort to accomplish joy. Pretty much all first person shooter games does not meet these requirements (3*). The same goes for many, if not most RPG's, that ither are too challenging and/or have a progress system that requires time and careful dicision-making. Also most small flash games and phone games are heavily picturing themselfs as challenging to attract as many people as possible.

Footnotes:
1*: I don't get what it is with challenge. I'm very sceptical towards if challenge is actually as much "fun" as it mesures up to be "dictating" in the gaming culture. My logic says games is an artform as any other art, and that I just don't really see the point for art to be challenging for the consumer. Can it be that the generall gamer thinks that they like challenge because it acts as an equivalent to their individual value, or can it be that I'm simply having a twisted perspective, or is it something else? For the record, I'm not trying to prove anything i'm just expressing my scepticism for not feeling convinced by the established gaming culture.

2*: By the way: these three games all features total alltime-controllable slowmotion and time speed-up - all single player games should have this, with posibility for recording and free camera movement.

3*: A thaught that really intrigues me is a first person shooter game that has a complete auto-aim system, so that no player actually have to aim at all to be able to hit its enemy. And instead of aiming, "something-else" should be implemented that inspires to or triggers the exiting tension that makes the game fun.
My gaming relation:
I'm a causual, but from time to time abitious, gamer. An ideal game for my selfish enjoyment should have no or little focus on challenge (1*). It should fill the role of a movie that is constantly adjusted with my desiring. I like to play around, but also to plan things out so that I and others can have a good time.

How my gaming relation fits today's gaming culture:
Games that kind of meet my requirements are games like "Ultimate Epic Battle Simulator", "BeamNG", "Besiege" (2*), "Stick Fight: The Game", "Spore" and "Fable: The Lost Chapters" - games that are very easy and don't require much time and effort to accomplish joy. Pretty much all first person shooter games does not meet these requirements (3*). The same goes for many, if not most RPG's, that ither are too challenging and/or have a progress system that requires time and careful dicision-making. Also most small flash games and phone games are heavily picturing themselfs as challenging to attract as many people as possible.

Footnotes:
1*: I don't get what it is with challenge. I'm very sceptical towards if challenge is actually as much "fun" as it mesures up to be "dictating" in the gaming culture. My logic says games is an artform as any other art, and that I just don't really see the point for art to be challenging for the consumer. Can it be that the generall gamer thinks that they like challenge because it acts as an equivalent to their individual value, or can it be that I'm simply having a twisted perspective, or is it something else? For the record, I'm not trying to prove anything i'm just expressing my scepticism for not feeling convinced by the established gaming culture.

2*: By the way: these three games all features total alltime-controllable slowmotion and time speed-up - all single player games should have this, with posibility for recording and free camera movement.

3*: A thaught that really intrigues me is a first person shooter game that has a complete auto-aim system, so that no player actually have to aim at all to be able to hit its enemy. And instead of aiming, "something-else" should be implemented that inspires to or triggers the exiting tension that makes the game fun.
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