Are gamers becoming lazier?
Are gamers becoming lazier?
And these elements appear in RTS games, but they're 15 times more challenging. The MOBA category is essentially a simplified version of RTS at its heart.
is it suggesting that when massively multiplayer games became popular, Blizzard began eliminating abilities? because titles such as League had already launched two years prior and was seen as a major title in 2012 with 32 million monthly users
rts are quite distinct from mobas.
this makes me think it's similar to comparing the speeds of road cars with motorcycles.
Honestly? That's a bit confusing.
I'm also unsure what a "Moba" means.
It's hard to grasp why people enjoy FPS games so much, especially with all the different versions—just the weapons and rules seem to change.
And to top it off, shooters have been really popular for about 20 years, they haven't been replaced, and they're clearly the main players in this space.
It's quite an unusual response, isn't it? You seem to disagree with me while still acknowledging my point.
These kinds of things are just as superficial as "football," "soap operas," and "Hollywood blockbusters"—all forms of mass entertainment.
They're shallow because they follow a very predictable pattern; for instance, football never truly changes, only the players do, repeating the same actions over and over (similar to FPS games with minor differences).
If that doesn't seem shallow enough, you might wonder what exactly is being referred to...
Your dislike for this type of entertainment is not important, as it's intentionally designed to be simple—something easy to enjoy after a long day.
It's not really about how deep or shallow something seems; the tactics used can be incredibly intricate and layered. Just because competition feels less engaging doesn't mean it lacks complexity.
Imo, shooters are way more active than RTS games and MOBA titles. It's like comparing just clicking a few buttons in League to the intense, adrenaline-pumping reflexes needed for Rainbow Six Siege. League players will probably find me soon.
Games became more complex as developers added increasingly features to the backend. Often, these additions didn't enhance the experience much and sometimes didn't add any real excitement. Over time, some older elements turned into unnecessary burdens with no clear purpose. For instance, a role-playing game centered on crafting began with a success rate, but eventually they removed it entirely. There was no benefit to maintaining it since you could simply skip the process if you failed to create something. Ultimately, this random variation in features only wasted people's time.