There's a reason the biggest fans of a game or film or TV series tend to give some of the harshest criticism, and why the most active users of a tool or program tend to have the most to say about it.
There's a reason the biggest fans of a game or film or TV series tend to give some of the harshest criticism, and why the most active users of a tool or program tend to have the most to say about it.
They're engaging in their own idiosyncratic experience with software that doesn't work exactly the way they now dream, but is apparently closer to what they want than anyrhing else.
In the general case, their insights are going to be a curiosity and might sometimes happen to coincide with a more broadly experienced flaw in the design. And of course they may be right on target for whatever few other "8000 hour" players.
Playing a game or using software a lot can give you some deep insights into it. But there is a crossover point where you spend so much time with it that your relationship with it isn't very related to anyone else's anymore, and your insights likewise become less relatable.
New eyes will see fresh flaws. The user might not be right about how to fix the flaw, but they are absolutely right about where the flaws are.
When they've fallen out of love with the game, the best solution is to take a long break or just fully move on.
There’s still some information there, about how the game roped this guy in and where it left him. But like someone who’s just looking to try a bourbon, his review probably isn’t that helpful to you.
Don't you think you could do it without being too out-of-touch?
I often think about film reviewers, and how the sheer volume of film they've watched means that their experiences are likely further removed from an average person's potential experience, than basically anyone else.
Much like how if you're an average person who doesn't really go to magic shows, the opinion of another random person on a magic show is probably going to be more appropriate for you than that of Penn and Teller, who've seen it all before.
Battlezone is an online PvP game so the intended experience may be similar, I imagine it's intended to be an infinite time sink.
It wasn’t so much that I got burned out on the game. It just didn’t fit into my life the way it once had, but not for lack of time. A person’s relationship with a video game can be weirdly complex.
There have been 20,000 hour players.
I'm pretty sure there's some differentiating factors between the two conditions, but I can't really pinpoint where.
I love creative games, but each one will make me bored and burned out after a while. Then i take a break and do something else for a while and maybe the itch comes back later and i'll give it another go.
Even the procedurally generated stuff today is so limited in the variety of it. Yeah, there might be a billion planets in something like No Mans Sky or Elite Dangerous, but they're not very interesting to visit and mostly rather similar.
I'm sure this will improve, but it's very hard to make something believable and interesting on a small detailed scale.
That doesn't mean there's any sense in adapting terminals for haiku usage.
Absolutely a tongue-in-cheek example, but "there's something for everyone" doesn't mean that something is something everyone should implement.
I remember playing unreal tournament, counterstrike, etc. It’s not like servers were honest about skill level even 20% of the time lol