Hardcore gamer = someone who plays only cinematic grizzed white dude games and/or military fetishizing FPS

Casual gamer = anyone that is not a 15-25 yo male, and/or plays anything outside of the previously mentioned games, especially if those games are colorful.

So basically the gaming community is full of gatekeeping, misogyny, toxic masculinity and general chuddery. They make sure they’re the loudest voice heard when anything about games is talked about, and won’t be happy until all games a homogenous stream of bland, hyper-realistic but with a grey filter slog of mindless action with no heart or soul. And don’t you dare force them to read any dialogue or story.

  • ennemi [he/him]@hexbear.net
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    1 year ago

    I don’t know if “post-contrarianism” is a term but I wish it was because it describes posts like this one perfectly

  • Poogona [he/him]@hexbear.net
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    Lots of good points being made but I don’t like when it veers toward hatred of demanding games on a conceptual level. Ultrakill has lots of heart and soul and also challenges the player in order to evoke a certain experience, and that is part of the art of games.

    “Hardcore” games without much story, games with leaderboards and bragging rights, aren’t always being made to exclude and insult players. That stuff is fun sometimes, like Hyper Demon, a beautiful minimalist game in both concept and execution that many players will not necessarily excel at.

    Petty, pedantic point perhaps but I do like a game that expects me to learn a bit to win.

    • Outdoor_Catgirl [she/her, they/them]@hexbear.net
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      1 year ago

      Yeah the mentality that every game should be beatable by a 90 year old who has never touched a computer before otherwise it’s not “accessible” is so fucking dumb. When I play my hardcore difficulty pokemon romhack because I want a harder game, I don’t expect Nintendo to make the actual game that way. When people who want easy games play challenging games, they demand that the developers make them easy(see dark souls easy mode discourse). It’s this mentality that liking challenge makes you “toxic” which just idiotic.

      • AssortedBiscuits [they/them]@hexbear.net
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        1 year ago

        We already solved this problem in the 90s. The solution is to design a hard game but also have cheat codes to make the game easier (or even harder). But most modern game developers are completely allergic towards adding a simple god mode or infinite ammo code into their shitty game, so we’re stuck with arguing over whether story mode is good or not (it’s good if you insist on not having cheat codes).

        • WoofWoof91 [comrade/them]@hexbear.net
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          1 year ago

          that would cut into their microtransaction profits
          people won’t want to buy the “time-savers” (in enormous quotes) if they can just put in the konami code

        • ssjmarx [he/him]@hexbear.net
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          But most modern game developers are completely allergic towards adding a simple god mode or infinite ammo code into their shitty game

          This is so wack to me. Every game should be like Jedi Academy, and have a console where you can spawn in any NPC in the game/give yourself any cheat power you can imagine, because all that stuff ever does is make the game more fun.

          • NephewAlphaBravo [he/him]@hexbear.net
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            Currently playing Noita and I have to say that “diagetic cheat codes” are by far my favorite way of doing this

            Yeah you could just enter the console command for infinite health or install an infinite health mod, and those should both also be available

            But when you’re allowed within the normal rules of the game to build an incredibly janky and dangerous item that spawns the enemy that drops a heart container when killed, with lots of opportunity to accidentally explode yourself along the way, that just hits different

      • Chapo0114 [comrade/them, he/him]@hexbear.net
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        1 year ago

        Let people know the intended experience is challenging. If people aren’t able to meet the game at its level of challenge, for any number of reasons, and turn the difficulty down to where it is doable to them, why not let them? Set the default to the “intended experience” but let people of different ability levels have their fun too.

        By the way, people who are much better than games on average are also not having the “intended experience”, but no one is upset at them for not “respecting art”. People playing Dark Souls on guitar hero controllers or w/e aren’t having the “intended experience”.

        The anti-easy mode discourse is just ableism in a mask.

        • Poogona [he/him]@hexbear.net
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          1 year ago

          No need to take it that far, I’m not against difficulty levels but it’s not always easy to tell how to make a game easier in that sense. If a “scene” in a game revolves around “get the ball in the cup when I say go,” not getting the ball into the cup when the screen says go means you don’t progress. It’s within the scope of “artistic vision” for the dev to want a character in the scene to congratulate you for getting that ball in that cup only when you’ve done it is all I’m saying.

          Like sure, in a big AAA game with a cinematic story broken up by combat sections, I think it’s fair to say that an easy mode, even the “story mode” without any way to fail that some of them offer, is understandable. But isn’t it fair for a rhythm game to expect you to follow a beat, or for a jigsaw puzzle to withhold the picture the pieces make until you put it together? Plenty of indie games don’t really have anything to offer beyond the “toy” they present the player with. Sometimes a game is made to teach you its systems until you can do it, like learning an instrument, and I wouldn’t say that’s ableist.

          • Mardoniush [she/her]@hexbear.net
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            1 year ago

            In older games. If turning down the difficulty in the intended way didn’t work, then they’d let you skip the section after, say, 20 failures. Or the game would have branching mission paths that made losing not a game over.

            • Poogona [he/him]@hexbear.net
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              1 year ago

              When I think of “old games” I think of the opposite, of games that had limited lives and no save systems. Not defending that, but considerations of differing player ability are certainly a newer development rather than the old way of things.

              • AssortedBiscuits [they/them]@hexbear.net
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                1 year ago

                Games back then didn’t have to consider differing player abilities (which honestly isn’t that true either since multiple difficulties were already a thing) because cheat codes existed. Story mode was basically the easiest difficulty on top of a god mode and infinite ammo cheat code.

                • Poogona [he/him]@hexbear.net
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                  Sure but those cheat codes weren’t always easy to access before widespread internet use. You used to be able to buy books of cheat codes in fact.

          • Orcocracy [comrade/them]@hexbear.net
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            1 year ago

            How wide is the rim of the cup? How heavy is the ball? How viscous is the air the ball flies through? What counts as “doing it” or “not doing it” in any given system either involves an arbitrary line or error-bars of some sort. There’s no harm in having a setting to move that line slightly or to make those error-bars wider. Or must we bow to an auteur’s artistic vision (or a community’s bigotry) about these things? Perhaps if the artistic point of the thing is to make people suffer in some way, but otherwise?

            • Poogona [he/him]@hexbear.net
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              It doesn’t have to be about making a player “suffer,” I’m just saying that being able to “lose” in a game doesn’t have to be ableist or done for the sake of masculine ego. And winning or losing doesn’t have to be arbitrary, I can imagine the size and physics of the ball being designed to mimic the real thing rather than being designed for maximum accessibility, which would be the choice of the dev. I feel kinda silly arguing about this now but this rhetoric about a game that might not be immediately accessible to all players being “masked ableism” and of “bowing” to artistic vision is surprising to hear. Risk of failure and design that takes advantage of mechanical depth can add to the fun, it doesn’t have to be interpreted as bigotry.

            • CannotSleep420 [he/him]@hexbear.net
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              [M]ust we bow to an auteur’s artistic vision (or a community’s bigotry) about these things? Perhaps if the artistic point of the thing is to make people suffer in some way, but otherwise?

              I can’t speak for Poogona, but balancing a game for different difficulty levels while still making the game enjoyable is going to be harder for some games than others. That doesn’t mean it can’t or shouldn’t be done, just that the task is non trivial. I imagine things would be better in this regard without booj cracking the whip on devs.

            • Retrosound [none/use name]@hexbear.net
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              1 year ago

              to make people suffer in some way

              Yes! That’s it! You’ve hit the nail on the head. People don’t pay $60 to feel frustrated. They pay $60 to feel good. If the game doesn’t deliver what they paid for, why does it even exist?

              • NephewAlphaBravo [he/him]@hexbear.net
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                People also don’t pay to be unchallenged, which is how we wound up with derogatory nicknames like “walking simulator”

                People’s threshold for challenge and fun are all over the place and so are the games that do and should exist

                • Retrosound [none/use name]@hexbear.net
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                  But it doesn’t work that way. They get lowered to the level of the customers who don’t want to overcome challenges. All they want is a good feeling. And those brain chemicals that get released by being led by the nose around a level are real.

                  When you pay full price for a game, do you deserve to experience all of the content contained therein? Or do you have to spend hours of tedious frustration, feeling bad brain chemicals, just to get what you already paid good money for? You feel enough bad brain chemicals with your job and your family already, why are you spending your precious few free hours doing the same?

      • Retrosound [none/use name]@hexbear.net
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        Gaming isn’t fundamentally about overcoming challenges. It used to be, but it changed long ago. Now, gaming is about generating pleasing brain chemicals. When gamers “win”, they feel good. When they meet a challenge that stops them, they feel bad. It’s just that simple. People don’t shell out $60 so that they can feel frustrated and angry. You paid for the whole game, you get to play the whole game. With lighted signs pointing the entire way and a companion to overcome the challenges if you can’t solve them in the first ten seconds.

  • aaaaaaadjsf [he/him, comrade/them]@hexbear.net
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    I think the early 2000s PS2 era was the peak of modern gaming. Colourful games, decent 3d graphics. The FPS era hadn’t fully began on consoles yet.

    The less said about the late 2000s, the better. That’s when all the “gatekeeping, misogyny, toxic masculinity and general chuddery” really got kicked into overdrive. Every game got a sepia piss filter as well. And after that we got the blue filters which were somehow even worse.

    • Oh god I am in an eternal struggle against the „creatives“ and their constant use of disgusting filters which destroy the natural colors. Tho I must confess I loved the golden filter of deus ex human revolution and the grain filter of ME1 and yes even the brownish tints of dragon age, I know I am bad haha.

      • Shinji_Ikari [he/him]@hexbear.net
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        Filters have their place tbh. Sometimes it makes a lot of sense aesthetically.

        The issue is falling back on it to the point it becomes a meme.

      • Moss [they/them]@hexbear.net
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        Honestly some games benefitted from the piss filter, like Fallout New Vegas. If it were made with modern graphics I would want them to keep the piss filter instead of being vibrant like Fallou4 76

        • Sinister [none/use name, comrade/them]@hexbear.netB
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          I am currently doing a replay of like old rpgs and I‘ve finished dragon age like a month ago, personally I didn’t find like sad at all, maybe if you like get the worst outcomes, the only thing that made me go „huh“ was when characters tell like random tales and they go „…and then they were brutally assaulted and murdered“ which often feelt like a bit edgy for edgys sake. Also like why would anyone defile the ashes? Tbf the brown filter did work for me only in like certain areas.

  • FlakesBongler [they/them]@hexbear.net
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    1 year ago

    In 1980 something, Nintendo of America made the decision to sell the Nintendo Entertainment System as a gendered toy

    This would later be considered a bad idea and roundly mocked

    • UlyssesT [he/him]@hexbear.net
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      I’m old so to me MOBAs have always been “RTS, but stripped down and with a lot less map variety and basically zero story outside of excuses for why there are waifus and waifu costumes for sale.” meemaw

  • AssortedBiscuits [they/them]@hexbear.net
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    G*mers never had a chance.

    The 70s saw the development of really old games like Dnd, essentially some STEMlord’s pet project. Many of these ancient games were tied to Dnd, where the reactionary Gary Gygax’s influence in Dnd was completely dominant.

    The 80s continued that tradition with games like Rogue and Nethack. This was also when Nintendo exclusively marketed the NES as a “boy toy.” Both of what could be retroactively labeled as indie and AAA gaming were firmly men only. Arcades tended to be dominated by men as well.

    The 90s further perpetuated this trend with the console wars between Nintendo and Sega, with Sega pushing really hard as the cool and definitely being played by dudes with 'tude console. If you looked at Sega ads during that time, they were all hyper-trying-too-hard-masculine.

    The 00s, while carrying the misogynist torch, reflected a qualitative shift in its misogyny. The 00s, or more specifically, 2001 was when Halo 1 was released on the Xbox. This game, more than any other, was what pushed gaming from some nerdy shit into the mainstream. With the mainstreamification of gaming came the dudebros. The previously misogynist nerds were transformed into misogynist dudebros, and the dudebros carried their toxic competitiveness into gaming.

    The 10s was when esports, or more specifically L*ague of L*gends, became commercially viable. The esportification of games began and along with it, the toxic competitiveness seeped even in games that weren’t designed to be competitive. And it pains me to say this, but speedrunning contributed to this as well. Suddenly, you started hearing about the “meta” and “optimal strats” in some indie platformer. And of course, G*merg*te sealed the deal by politicizing gaming, making g*mers consciously reactionary.

    I have checked out of gaming so I can’t give you a rundown of the 20s, but it’s more of the same shit honestly. The seeds were sown during the 70s, with each subsequent decade nurturing the seedling, until it blossomed into some hideous plant with G*merg*te.

    • Goblinmancer [any]@hexbear.net
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      I hate esports i hate how Riot took all the actually fun modes in league like OFA and nexus clash and the pve game modes and decides to only make them appear in rotations (or not even appear for pve modes) because apparently Riot only cares about competitive and ranked play.

      Also hate how certain characters like Azir is effectively neutered because its too good for the highly coordinated esport teams, whose gameplay barely resembles even the highest ranked play.

      Billion dollar game cant even afford to support other game modes.

      • NephewAlphaBravo [he/him]@hexbear.net
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        LoL says “here’s a game and some pieces tailor-made to play it” while DotA says “here’s some toys and a sandbox, it’s out of my hands now” and I think about that every day

        • bigboopballs [he/him]@hexbear.net
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          LoL says “here’s a game and some pieces tailor-made to play it” while DotA says “here’s some toys and a sandbox, it’s out of my hands now” and I think about that every day

          hell yeah, same

          honestly I think dota’s way should be the way for fun+challenging games in general

  • Abraxiel@hexbear.net
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    1 year ago

    I agree with your complaints towards the apparent predominant gaming culture. But I also believe that there have never been more indie games that are contrary to that culture or just ambivalent to that culture than ever before.

  • Frogmanfromlake [none/use name]@hexbear.net
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    I remember gaming always being seen as a “boys club” for as long as I can remember. They were thankfully pretty welcoming of me (being a brown guy and all) but girls playing games were either given the m’lady treatment or chastised for making a mistake that would get them seen as being bad at the game. Often both.

    • Dirt_Owl [comrade/them, they/them]@hexbear.netOP
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      The sad part is that there have been girls and women playing and developing games since the beginning but they were mostly pushed into the background, so now they get accused of invading a so-called male space. Can’t win shrug-outta-hecks

      • ssjmarx [he/him]@hexbear.net
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        AFAIK the arcade boom was pretty popular with both men and women, since at that time it was a social hobby and kids were doing a lot of hanging out and hooking up at arcades. It wasn’t until the turn to console gaming, which was primarily an anti-social activity, that video game advertisements started really focusing in on young boys. Nintendo bears a lot of the blame here, since they defined the western market following the big crash, and they saw the NES as exclusively a boys’ toy - but it wasn’t just them of course, in particular I remember the OG XBox’s marketing doing a lot to create a “bro culture”, along with stuff like the channel G4, which I think was created intentionally as a reaction to the previously existing perception of gamers being nerdy.

        • KhanCipher [none/use name]@hexbear.net
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          and they saw the NES as exclusively a boys’ toy

          So there’s a bit more to this, if I remember all this correctly, Nintendo couldn’t exactly call the NES a ‘video game console’ when they started selling it in the US because the crash had pretty much made that a really bad financial move to call it as such. And also they had to sell it in the toys section to start with, which has had and still has a lot of segregation between boys and girls toys. And also considering how brick and mortar stores have acted for a long time, they likely had a bit of a hand in this in the way of demanding nintendo to pick if it was a boys toy or a girls toy or else they won’t stock it.

        • Retrosound [none/use name]@hexbear.net
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          Children (overwhelmingly boys) who played vidya games were nerdy. There was a brief period during the Pac-Man era when vidya games were for everyone, and soon it went into hardcore weirdness. Games got hard and unless you had the patience to play again, and again, and again, and again…you can forget being a part of the crowd. Games with 45 levels when nobody ever got past level 4.

  • UlyssesT [he/him]@hexbear.net
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    1 year ago

    The “ethical game journalism” days, to freeze-gamer gaters, looked like this. https://i.imgur.com/P37EDfX.jpg

    I know that’s an ad, not journalism, which is the point. They don’t want journalism. They want hype waves and to feel bazinga about what they buy without any downer talk whatsoever.

      • Retrosound [none/use name]@hexbear.net
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        Uhh…😅 I did…

        I thought it would basically be No Man’s Sky. Fly around to planets and do stuff. But the designer himself flamed me on USENET so I quit following it and never played.

    • Mardoniush [she/her]@hexbear.net
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      A lot of them didn’t even get that even the early Duke Nukem games were already mocking this shit as immature misogynist garbage. Which is how we got the dumbster fire that was DN Forever.

      • UlyssesT [he/him]@hexbear.net
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        Randy Pitchford has always been a piece of shit but a big part of it was not getting what made the Duke Nukem franchise funny and instead doing what he thought was funny in DNF, which was some really fucked up sadistic stuff that basically had a rimshot sound after it was presented.

  • Bloobish [comrade/them]@hexbear.net
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    I think a big point is also the transition of everything being so damned online now (not gaming but communities and discourse) that what initially was gaming in the 90s and early 2000s (casual gamers, kid gamers, and then weird grown ass chud adults) were very much compartmentalized and separate. Nowadays with Youtube you had the fallout of gamergate create a self feeding subculture that propagates among dissatisfied mainly white young males who utilize one of their hobbies (gaming) as escapism from all the shit capital loves to do (alienation) and create an exceedingly angry stigma to project on anyone entering “their” space that does not conform. Add in how chuds screech the loudest and angry engagement clicks and comments lead to algorithm feedback and you have one of the worst video genres ever of usually a scruffy bearded angry lmayo being gobsmacked they have to look at a minority in a video game for even a single fucking second but utilizing safe dogwhistles such as “woke” and “sjw” to “debate about it” (though that second one is falling out of style).

    • UlyssesT [he/him]@hexbear.net
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      The entire fake-friend “parasocial” streamer industry is fucked up. It meets a need that terminal stage capitalism established by feeding that need with the social equivalent of high fructose corn syrup. With a little fascist messaging, as a treat. heated-gamer-moment

    • The smash community has been pretty horrific over the years even by gamer standards.

      Street fighter just got a massive influx of new fgc players so I can’t really tell.

      Guilty gear community is very supportive of Bridget

      By the sheer virtue of being a mixed bag the fighting game community probably wins least toxic.

      • UlyssesT [he/him]@hexbear.net
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        The smash community has been pretty horrific over the years even by gamer standards.

        There’s something about Nintendo fandoms that makes them more tribalistic and toxic on average than competing equivalents.

    • let_me_tank_her [he/him]@hexbear.net
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      1 year ago

      since I’m a newbie and just getting into SF6, I’ve been trying to find good streamers to watch that haven’t been “cancelled” or problematic or are ragers when they lose. mainly stick with Justin Wong, Maximilian, and Japanese streamers lol.

  • TheCaconym [any]@hexbear.net
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    1 year ago

    I don’t care that much tbh because while the “gaming community” is indeed dogshit (personally I’ve stopped playing any sort of public multiplayer game since voice audio became the norm anyway), we also seem to be in a golden age of independent awesome video games, including specifically ones with dialogue and story. And the small sub-community of players of those are usually much saner and welcoming.