Here’s an interesting game design development that I haven’t seen discussed here yet.
Auto-play. This is an increasingly common feature where you can turn on a mode where an AI plays for you. You become a spectator (at least, for the duration of that encounter/battle/level/whatever).
It sounds ridiculous, but apparently a lot of people like it. See this blog post from last year, Entering the era of Auto-Mode. And here’s a thread on Auto-RPGs at TouchArcade.
I guess this supports my thesis that fun is about a sense of accomplishment, and not about difficulty. In at least some of these games, it sounds like you can play pretty much the entire game in auto-mode; there is no difficulty whatsoever. But you still get to name your character, watch him level up, buy better gear with all the loots he gathers, etc. So you get a sense of accomplishment. Not fundamentally different, I suppose, from farming/gardening games where you just click to gather stuff, and then click to plant more stuff. (Except perhaps with less clicking.)
But man, this is generating some fairly heated debates in the player community. I don’t see anybody passionately in favor of it, but a lot of players saying basically, “You know what, it’s surprising, but I actually kinda like it.” And then I see people who hate it vehemently; they argue that if the game has an auto mode, that’s basically admitting that the game design is so shallow there are no interesting choices to be made. Not a game at all, but more like watching a movie, so they say.
But on the flip side, gamers these days are more casual and multi-tasky than ever before, and maybe a game that plays itself is just what they need. You can still feel like you accomplished something, without all that pesky having to pay attention and do stuff.
What do y’all think? How (if at all) should we be incorporating auto-mode into our games?