One thing that’s not so much changed in the last ten years but has certainly been amplified is the popularity of games that, for lack of a better phrase, “feel like work.” Games that focus on things like:
- Getting loot
- Playing through the same content to get said loot
- Being at the mercy of some random number generator
- Aren’t really about skill, strategy, creative thinking, teamwork, etc. and but rather repetition and memorization
- Require the player to spend lots of time (on the order of hours or days) doing these repetitive tasks in order to get a reward of questionable utility (due to the RNG)

There used to be a time where this kind of style was almost exclusively the realm of Blizzard games like World of Warcraft. But with the rise of Live Service games, this approach to design is everywhere. Even a strictly single player game like Control couldn’t get away from having item farming, crafting, and procedurally generated quests (which is part of the reason I dropped it like a bad habit). → Now with fewer vowels.






