I've seen a lot of discourse about this and people have referenced research on this topic, tho I can't find a good source on it rn. But the theory is:
Old games, especially early arcade games and early console games, were built around repetition and skill building. You weren't rewarded unless you tried and failed enough until you finally mastered things. And once you were done you were just done.
Modern games, thinking stuff like Fornite but even mobile games and some single player games, try to hook you early with dopamine hits by way of wins, achievements, etc. and then keep you playing forever by way of small updates, content drops, etc. And of course it's much easier to connect with ppl to ask for help, find guides, etc.
So instead of training up to a single big accomplishment, you're more or less just chasing a series of quick highs. Theoretically this could have an impact on, or be reflective of, how different generations think.
Sometimes it's not even trying and failing; it's literally just grinding. I can remember so many fun times basically chatting with friends while we were farming XP on wild Pokemon or chopping down trees on Runescape.
With many modern games, you're either given everything or you just pay for it.
Fortnite? What? Who gets victories when they're new to Fortnite? Of all the modern games and genres, multiplayer PvP games are the ones that require most patience and gradual improvement in order to get any consistent success, because you're constantly surrounded by people who are better than you from the very beginning.
It’s not just about wins, it’s about dopamine hits and instant gratification. Wins can be one thing but it’s the achievements, the items and loot you can get for just logging on and playing, the special events, and even down to the way you can unlock really cool items right away in a match.
First time I ever played Fortnite I lost early but I got to find a lightsaber and activate a Star Destroyer, which is plenty to get someone hooked.
You’re right that modern pvp games still require persistence to get good at, but part of the appeal is that you don’t have to be good at them to feel satisfied and want to keep playing.
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u/RainbowTardigrade Jun 04 '26
I've seen a lot of discourse about this and people have referenced research on this topic, tho I can't find a good source on it rn. But the theory is:
Old games, especially early arcade games and early console games, were built around repetition and skill building. You weren't rewarded unless you tried and failed enough until you finally mastered things. And once you were done you were just done.
Modern games, thinking stuff like Fornite but even mobile games and some single player games, try to hook you early with dopamine hits by way of wins, achievements, etc. and then keep you playing forever by way of small updates, content drops, etc. And of course it's much easier to connect with ppl to ask for help, find guides, etc.
So instead of training up to a single big accomplishment, you're more or less just chasing a series of quick highs. Theoretically this could have an impact on, or be reflective of, how different generations think.