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Feels like this sword could be swung at idle games, visual novels, "walking simulators", and a host of other true games that people like and best of all *play.* "I don't like thing." Okay.

He made a headline designed to alienate people, and then put the article under a paywall. The article didn't have to say it if the headline did. If the headline is misleading, that's at the fault of the author, but I'm not going to pay to read something designed to be combative.

So why should anyone care about your opinion on an article you didn't even read? You have nothing to contribute to the conversation, you just want cheap likes for reposting the same stock phrase you've seen on a thousand articles you didn't read. Why are you so proud of being ignorant?

Now a take about how there’s too many grim-dark soulslikes that aren’t actually hard but just grind simulators until they are easy enough to finish, is one I’d agree with. Easy mode with more hoops.

Idk, I can't work myself up to thinking of any style of game design as inherently bad, even ones that don't appeal to me. Only methods of game production and monetization can be inherently bad

I would argue that this genre of game is a method of game production because it has the endgoal of delayed variable reward output guaranteed. These games are nessecarily easy to build and make and thereby only require a few people at most and an awareness of how to stimulate certain interactions.

Maybe too bold of a claim to interface with on its own, so heres some context: the vampire survivors dev previously made gambling machines (specifically pachinko machines iirc). This 'design approach' strongly mirrors how slot machines actually work. These are the easiest games to vibecode with AI.

I already knew that, but VS merely utilizes the same principles of engagement without the predatory element, making it harmless. And what does AI have to do with it? VS wasn't vibecoded, it was made before LLMs reached that level. Who cares if a game design is theoretically easy to vibecode?

???? do you understand what your post means? you're insisting that criticism is only a weapon to be leveled at those deserving of being on the pointed end of it. but in reality, if something isn't worth criticizing, it's not worth your time at all. because it's not worth thinking about.

art criticism is an important part of engaging with something as art. You could say that one of the defining features of art is that it can be subject to critical evaluation.

I'm not sure I understand where the line for an auto game even is here -"me no shoot" includes Rogue, right? And the start (and puzzles) of VS require active play, is the problem that it becomes easy? The Radical in Ball x Pit is fair, but I took that character mostly as a punchline

I ask my self now if a game feels like jingling keys in front of a baby, and if it does then I stop playing it because I am not really getting anything out of it besides wasting time. Vampire Survivors and Balatro felt that way to me.

The most satisfying I've ever had in games are two separate experiences. Beating the final boss of Project Wingman and grinding out a win against Malina in Elden Ring. What unites them I think was that they made me pay extreme attention to the buttons I was pressing and the decisions I was making.

For Project Wingman it was the hardest difficulty. Which like 6X the final bosses health and makes it a brutal brutal slog fest.

They weren't even fun so much as satisfying. But the need to pay that precise attention, the focus and knowledge of my own actions to such a minute degree, the work that it took to get there, are the greatest pleasure I have gotten from games and can only get from games.

when i learned the lead developer of vampire survivors started it while working as a dev for online gambling it completely changed my outlook on this emerging genre. turning players into the addicted cattle feeding money into casino machines

I see this the exact opposite way Any time I'm like, "hm, it might be fun to go down to the casino and play some slots" it occurs to me that Vampire Survivors was five dollars, and will give me the exact same dopamine rush i do not get why people play slots when these games exist

EA and Take Two actually have literal gambling mechanics in their sports games labeled "E for everyone", but you're more bothered by a 2D Musou game because you don't have to press a button to attack (which actually makes the challenge more about timing and positioning to land hits on the enemy).

relative to the actual article, its more about these mechanics becoming central to the play. people boot up a sports game to play a simulation of the sport, people boot up vampire survivors to get the _as designed_ simulation of gambling. its a pretty simple concept, dont know why you dont get it

Probably because half the time the power-ups (while free) I find to be lame or unhelpful, and that doesn't excite me like a paid slot machine might... Such as those "Ante ups" found in a 2K games or "Ultimate Team" loot boxes in EA Sports games (both can be bought with actual money by children).

To be fair to poncle, they did price it to be very cheap, there has been a lot of free updates and any DLC has also been cheap. From what I understand, the creator wanted to recreate the rush of gambling without ruining anyone's life. AAA publishers on the other hand...

oh i didnt mean it as like an attack on their character or anything (they actually seem fairly good). just that the dark magic used in designing and creating the type of software that drains peoples entire financial savings has insidiously seeped into broader game design

but its worth saying that is also not entirely novel what with most free to play games (and paid now-a-days) have used psychological manipulation to encourage addictive behavior for many years before

Oh my bad! Yeah there was a video a few years ago from a developer conference or something in Finland where they were talking about targeting gamers with addictive personalities (whales) and it's stuff they taken directly from the gambling industry. The moral vacuum of some people is astounding.

Shame this observation has brought out all the ☝️🤓 folks with the 'um actually arcades...', 'um actually dark patterns...' I worked in a slots and casino studio for 10 yrs, I think you're right, games like vampire survivors and balatro lean into the same kinds of overt exploitation.

A game designed to be ultra addicting that just wastes your time isn’t that much better just because it doesn’t have pay to win or whatever. Are games art or slop?

There’s a natural end point to playing Vampire Survivors, it does some highly experimental things with art, presentation and narrative and the DLC has a deep appreciation for the old games it features. I think this is off base

doesnt really matter what the intention was, the result is a problematic game design. a game design mimicking gambling apps isnt good for players and its kinda fucked up to do that without some actual artistic intention beyond selling copies. kinda weird to pretend this is some pious service

you have a skewed idea of the intention here, and while im not arguing he absolutely pulled it off, authorial intent is extremely unambiguous in this case moreover, the argument there is "no artistic intention beyond selling copies" is ridiculous. there's much better ways to interrogate the efficacy

Sorry that was rude. I appreciate the playfulness of the article but it's just bad form to say that an entire genre of game is bad just because it's, uh, too easy? Write pieces of predatory game mechanics all you want but all the games you listed are just breezy delights that did nothing wrong

To all of the people saying that folks are "reading the headline and not the article" what exactly do you think we're missing about the article? The headline, top image, and thesis paragraph all identify Vampire Survivors as a "self-playing" game. It… isn't — in any way. That's not an opinion.

I'm sure we can say "oh well they're just trying to get you to click" or "well they're allowed to write about their own opinions" but I can't help but believe that the *fundamental idea* of this opinion is flawed, not even the writing itself. The writer doesn't identify what "self-playing" means.

he contrasts it with idle games, in which you have no agency, with games like VS where your agency is quickly automated away. I guess it's not technically, literally self-playing because you can move your guy in a direction at will but the game portion of it is astoundingly shallow

That’s simply not true though! There’s a lot of game design in VS and a ton of different ways to play it. its fine if you didn’t like it, but bullet hail games were around before Vs and no one was writing shit like this about them.

I get where the article is coming from but i dont think these games should go away. New games in the style are always innovating on it like any genre. Besides, they are fun.

I see where this is coming from but Vampire Survivors is arguably one of those games in the genre that balances the “self-playing” and “actually playing” aspects the best. You’re actively unlocking and discovering stuff, combos, weapons, all while making choices that matter during your run.

imho basically VS and other similar games are not just bullet-heavens: they’re bullet-management games. They have some sort of automaton going on, especially later in the game, but they’re usually far from being self-playing.

vampire survivor clones, Pick3, have major design failures... but i do want to be clear, i dont see them as a moral failing, like gacha. the games just get boring very quickly. and i wouldnt say the issue is an automation, but rather very shallow decision making. incremental progression, no variety

its a common 'amateur gamedev' issue in general. roguelites where you fight the same enemies in same areas with slight incremental progression on stats... again, boring. now, since Vampire Survivor is first 'bullet heaven' it atleast has bunch stuff to unlock.. but i prefer Novelty over Content

This is like saying dramas or horror movies should stop. Just whole swathes of FILM because you say so. You don't get to just excise whole genres and sub-genres of games because you don't like it. If you don't like something, just don't engage with it. It's not hard.

not sure if you're familiar with how this works but writing a blog post doesn't actually cause a genre to cease to exist

Genre directly attacks people prone to gambling addictions + helps them form When people come to their senses and notice the wasted time they tend to swing hard against the tricks because the only healthy way for them to engage with it is to avoid it completely I haven't seen a movie like that yet

Let's be really clear: It's 100% fine for a writer and a critic to not like something and still engage with it in this manner. You might not agree with the premise or a specific example but this *is* an example of "doing the work." This is engaging with it.

Everything you've written is the very antithesis of "decide for yourself." How is someone supposed to know they don't like a thing if they don't engage with it? Why should they then hide their thoughts if they didn't like it?

critics have made trenchant and valuable criticisms of film as a medium. There is nothing that makes a genre immune to criticism, nor should there be. criticism of something you personally like or enjoy is not actually a personal attack on you.

if you don’t engage with stuff you wouldn’t know if you like it or not. it’s good to engage with something that’s not your cup of tea and it’s good to be able to form your own thoughts it. also good thing is to be able to read past the headline.

This is an ignorant conversation when you don’t discuss how content rich the games that have this feature are, that this feature is completely optional, and usually that it is only achieved after a long amount of gameplay. Death to the ignorant discussions

criticism of art has nothing at all to do with the people who enjoy it or the degree to which they enjoy it. You can call something an artistic dead end but acknowledge that people (or even you yourself) derive pleasure from it, which the author of this piece does

Wow, is this really the caliber of writing you expect to get people to subscribe to you with? It's fine to not like a style of game. It's not fine to say it should die because they don't like it. All this has done is ensured I will never subscribe to you at all. Good job.

Damn, I wish I could finish reading this. I have conflicting thoughts in the direction of the genre, even as I am actively developing an “action incremental” game myself.

The problem here is that games with movement, dodging and builds already existed - and this game's unique trait is removing certain elements those other games had. Crimsonland (2003) also has all the movement stuff going on. But it also has aiming and varied gunplay.

VS wasn't bad when it was progressing "get to the point of being a broken character" Now it's nigh impossible to not be insane under 10 min into a run, and the only progress is using cryptic walk-throughs for the next unlock that means nothing. Bullet Heavens lost the plot.

This certainly kicked up a hornets nest. I think there is room in game design to explore less hands-on interpretations of existing genres, exploring the design space between emulation and simulation of an activity - but I do dislike the use of gambling mechanics and dark patterns to fill the void.

Loop Hero is a good example, because it leans more on the side of a sim game, managing a hero in an automated NES RPG with city builder elements on top, and there's high interactivity there. It'd say that fares way better than the automated KRPG's like recent Ragnarok entries which are fully auto.

In Ragnarok M and X you're literally just watching a game be played, occasionally tapping a prompt, accepting the rewards, and levelling up - pure mindless dopamine. I'd say that is more of what we should avoid. But the defenders will argue they don't have time to play, or it's more accessible.

We also know from mobile game design that these types of games also reinforce a behaviour pattern, you open the game, you get the reward, you spend the currency, repeat. It's not something intrinsic to auto-play games, but it has become an often utilised design pattern which doesn't smell right.

Fine. I took the bait. There’s your 6£. It’s an okay article. I agree with some of it, but also feels like it takes a fairly myopic view of certain kinds of games. What’s next, turn based games are bad because you don’t move your party? Also… the sphere grid was from FFX not FFXII.

I guess management sims should also go away. Oh and RTS since you are only saying "go there and shoot stuff" but aren't clicking left mouse on every bullet. Oh and we should cancel all card games because you are just dragging cards around. No shoot or slash or punch. You don't like a genre. Ok.

Yeah and I'm open to the idea of taking a genre and reinterpreting it. Motorsport Manager takes away all the racing decisions from an F1 game and just has the strategy. No gamefeel. Turns out what some people like in a bullet hell is the build crafting and progression. The writer clearly doesn't.

For one thing: build crafting and progression are typically not systems thst exist in shmups, so it's not like vampire survivors is breaking things down to base mechanics, it's more like an idle game with some of the trappings of a shmup.

Really had high hopes for this Auto battler version of Grand theft everyone’s so hype about, but from the leak it really looks like you gotta do A LOT pffffff 😞

Would a traditional shoot em up be considered a self playing game? I guess not - but what if you turn on auto fire? So all you are doing is moving, avoiding enemies and making some power up choices. In essence that's what you're doing in vampire survivors.

20 years ago, saying a game put you into a flow state was considered the highest praise. Now, I have to consciously cut myself off from games where I can tell time is the only thing between myself and "winning", no matter how much "fun" i'm having.

20 years ago "flow" meant you hit a groove with something you found difficult previously. Like sometimes I hit a good flow and dodge everything in a shmup or block 15 seconds of scary pressure in a fighting game Colloquially it now means kinda zoning out and skipping forward in time

I found this very interesting. To me the thesis statement of this article is "The self-playing game automates a primary verb of play." This got me thinking. Could one say something similar about any quality-of-life modifications in other games/genres? Perhaps replacing automate with another verb?

not only do I think you can I think it's something extremely under-discussed in games -- where is friction necessary to the play experience and in what degree? How does a certain degree of frustration enrich feelings of engagement/reward/fun/etc?

Tangent: Gen Y gamer. I don't find fun in this sort of game, tho I'm also a recovered addict, my addiction was a Moba, and I've avoided Better "number go up, brain happy" games like Deadlock since I know myself. V.S. exacerbates an artificial "sunk cost fallacy". I'd prefer to emulate an older game.

Bad faith arguments combined with an excess of pretentious buzzwords. The only thing more embarrassing than relying on buzzwords is relying on buzzwords and misspelling them. I didn't even like vampire survivors, but seeing how wrong you are about everything made me appreciate it as a piece of art.

I used to think of vampire survivors as a fairly inoffensive game that dared to take its premises to their logical extremes. I never thought that somebody might see it and go "Oh no, this game is improper! All games should properly entice the player using the sacred psueuedoart of game feel!"

Also death to independent media writing an inflammatory headline and going "oh no the people I wanted to upset are upset" as the defence from any criticism no matter how valid

Adamantium Disagree. Vampire Survivors is one of the best most innovative games of all time and the only way you could possibly think of it as "playing itself" is with an extremely narrow, shallow and generic view of what "play" is.