this post was submitted on 10 Oct 2024
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After playing World of Warcraft for 15 years, I started becoming increasingly bored and disgruntled with the game. The game being grindy and repetitive is no real surprise, I mean it's an MMO. But the one thing that was really frustrating was paying monthly for a subscription and a huge chunk of cash for an expansion, but still having extra stuff flashed in my face all the time that was simply not possible to earn in-game. Mount skins, cosmetics, miscellaneous stuff that is only available in the Blizzard store. They also began adding loyalty items that require being subscribed every single month, and doing repetitive, extremely boring stuff on top of the other repetitive boring stuff, so basically double dipping on your grind, which really isn't fun.

Aside from that, I also played other games that required a heavy amount of grinding too, and each one of them had similarly frustrating elements. Destiny 2, overwatch, Battlefield, Fortnite, Halo, and the list goes on. Each of them has the same issue: fear of missing out. FOMO basically makes it so that if you don't seize the opportunity to spend real life money, you will never be able to obtain something really cool, because it's only there for a short time, and then it's gone, and you are made to feel guilty and bad about it. It's just kind of depressing playing kind of games and realizing that you are now mentally dependent on financial transactions in order to get the full enjoyment of the game. That to me is a very very awful way to live life, and it really messes with your emotions

So I ditched every game that had any element of an in-game purchase. This is honestly helped my mental health a huge, huge amount. Now, I only play games that either have no microtransactions in them at all, or are completely free and 100% possible to play with no purchase required at all. So games like team fortress, deadlocked, Stardew Valley, and many other indie games that you can purchase and then never have to worry about getting suckered into the microtransaction cycle for

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[–] idyllic_optimism 18 points 2 months ago (2 children)

I was thinking of Stardew Valley and Rimworld while reading your post, sure enough SDW was mentioned at the end :D

[–] idunnololz@lemmy.world 7 points 2 months ago (1 children)

The Java edition of Minecraft is also pretty good for having no microtransactions.

[–] idyllic_optimism 4 points 2 months ago

And modpacks....all the modpacks! All of them turn the game into a whole new game.

[–] PerogiBoi@lemmy.ca 5 points 2 months ago (4 children)

Sell me on rimworld! What do you like about it/what do ya like to do

[–] Okami_No_Rei@lemmy.world 11 points 2 months ago (1 children)

Rimworld is a great Colony Sim if you love the idea of Dwarf Fortress but want a gameplay experience that's much more accessible with a much softer learning curve.

It plays into the chaotic post apocalyptic Mad Max style hellscape fantasy really well, and does not attempt to police your morality. You can love and care for your colonists, meeting their needs and growing to know them as individual people with their own unique stories, or you can play as efficiently or sadistically as you like, throwing ethics out the window and following the Geneva Suggestions wherever you deem prudent.

The base game is good for hundreds of hours of play, and expansions bump that up to thousands of hours of fun, but it also has a very healthy modding community if that's still not enough.

If you're unfamiliar with the Colony Sim genre, the basic idea is that you start with a set of semi-randomized colonists on a randomized map and need to build up a functioning Colony to survive. You the player take the role of a manager or overlord and set tasks for your colonists to complete, which they then take time to carry out while you watch and plan the next set of tasks. You need to gather materials, build shelter, grow or hunt food, defend yourself from wildlife and raiders, and recruit new colonists.

Rimworld in particular has fun building mechanics with an emphasis on building power grids and heat management (air conditioning and heating to keep your colonists comfy and keep food from spoiling). It's a lot like a top-down Oxygen Not Included, but with simpler mechanics and more focus on its (procedurally generated) story.

[–] PerogiBoi@lemmy.ca 4 points 2 months ago (1 children)

Neat! Thank you for taking the time to make such a comprehensive review. Sounds like it’s up my alley! I enjoyed Frostpunk and the Tropico series (as well as Banished although I thought it was sort of boring after a while).

[–] Okami_No_Rei@lemmy.world 2 points 2 months ago (1 children)

Ooh. I've heard of Frostpunk and Tropico but never played them myself. If they're similar to Rimworld I need to check them out.

[–] PerogiBoi@lemmy.ca 2 points 2 months ago

They’re similar in that they’re colony builders :)

[–] exu@feditown.com 7 points 2 months ago (2 children)

Cannibalism is a viable option. Do you need more?

[–] PerogiBoi@lemmy.ca 6 points 2 months ago

Child labour was what got me into Frostpunk. Sold.

[–] A_Union_of_Kobolds@lemmy.world 5 points 2 months ago

I knew a guy who got real into it and started an "Accidental Cannibal Cult". It was fun to listen to, if nothing else - I don't get into those games much. Kinda like hearing EVE Online or Dwarf Fortress stories.

[–] HeadfullofSoup@kbin.earth 4 points 2 months ago

Over 2000 hour of play and i never won once but had so much fun losing in some really stupid way and some tragic one too.

With the mod and dlc each new game are mostly unique

[–] idyllic_optimism 2 points 2 months ago* (last edited 2 months ago) (1 children)

The colonists you are given all have character traits and there is a social aspect of the game. Colonists can start relationships, start families, break up, start social fights and end up in infirmarry... Sometimes, family members of your colonists come to your colony as raiders. All these stories forming during gameplay is the real strength of the game for me.

For example, there was this one colonist woman in one of my playthroughs. She was the tough, soldier type. She started one or two relationships in the colony but ended them. Then she tried to go back to them. It started creating some complicated feelings among the colony so I sent her to scavenge a nearby abandoned base.

Before she can leave, a band of raiders popped in. One of the raiders was her teenage son! So I start getting so invested in saving the son and bringing him back to the colony. I'm not that skilled in combat or tactics so I save the game multiple times until a trap injures the boy so his mom can snatch him without fighting. She takes him into one of the intact rooms in the ruin and patches up his wound, shares her food. (She takes him prisoner and you can keep talking to prisoners and convert them into your colonists. )

Here is a scene where raiders running around outside, raiding. And a mother and son, hunkered down in a room, trying to reconnect.

While the boy is recovering in the impromptu prison room, she gets out and shoots the raiders one by one. Rest of the raiders leave the map after losing enough members.

Mother and son talk about family, son talks about some childhood memories. Eventually, he is no longer a prisoner but a newly recruited member of the colony. Woman comes back with her son. Son turns out to be a psychopath but that's ok. At the Rim, we love psychopaths, they do gruesome task of disposing raider corpses, for example, without getting emotional strain.

Mother stopped creating drama in the colony after son joined.

....

If you read people's stories in the steam comments (there are a lot of war crime simulator stories, too, be warned) you may get why it's so addictive.

[–] PerogiBoi@lemmy.ca 1 points 2 months ago