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Video Games

Monogaming

Posted 1 Week ago by Riven

I don't know if there's an actual word for this.

This is the act of playing one game for a very long time, well past the point of its main story / content (though not necessarily finishing every objective). This may involve a lot of replaying, over-exploring or it may be due to the game being very open-world or sandbox-oriented. Monogaming also tends to introduce some form of roleplaying, especially as you create goals that the creators didn't intend.

Have any of you done this? What are your experiences with it?

There are 10 Replies


This sounds a lot like how I play games that I love. I'll play the main story, then I'll keep striving for 100%. Then eventually it gets tiresome and I'll move on to something else.

1 Week ago
mariomguy
 

I spent a full year monogaming morrowind, like 4+ hours per night in it. Still feel like there's a lot I haven't done or seen, which is a testament to that game's depth.

I've monogamed minecraft at several points in time; I think everyone has.

1 Week ago
Riven
 

Ive been monogaming Resident Evil 4 for *checks calendar* 16 years.

It is my goal to beat and clear this game on every single platform it is released on.

1 Week ago
S.O.H.
 

That might be extreme. Just one game, no breaks?

1 Week ago
mariomguy
 

In that case, it's because the developers added in a feature (alternate-color Pokemon forms called shiny Pokemon) with some fraction of the encounter rate of normal Pokemon. So fans just sort of collect them. My experience in this case is that it's generally more fun than normal gameplay... but that's because Pokemon games aren't usually deep / intriguing / story based. And the newer games look like shit.

However, if I'm thinking of one game that really let me down by not having any post game content, it's Paper Mario 64. I remember being a kid and all through the game, almost every NPC tells you that you should come back "after peace returns". But in that game, there's absolutely no post-game content. at all. You beat Bowser, there's an extended cut-scene, and that's it. I remember leaving my game on for hours hoping there'd be a chance to do some post-game post-cutscene exploration, even if there are no quests and just dialogue updates for characters because I really wanted to explore the world to see what all the NPCs were raving about. So I know that I feel disappointed when there's nothing to find after a game ends, including no ability to continually explore the world looking for missed secrets or anything.

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1 Week ago
NOT Weird Occurance
 

^ Precisely. Most games don't think about the long term, they plan to the end battle and that's it. And honestly, the end battle often sucks. For Nintendo, it sucks because kids. For others, it sucks because most players will definitely play the introduction, but not all will reach the end. And for some developers it's better to focus more attention to the beginning than the ending. I still remember how horrible Ratchet and Clank Future - Tools of Destruction's ending was. Grinding high level enemies, only to face a final boss that ends in 30 seconds. It was awful. Fixed magnificently in A Crack in Time.

As for the post-main-quest world, it's hard to program every NPC in the game to say something different after you beat the boss, especially with multiple sidequests going on. The main quest gives the NPCs something to talk about. But when everything's different, their discussions all need to change, too! Paper Mario did this on the Gamecube, not the N64. A very large dev teem is necessary to implement something like this, and the only benefit are the sales of one game, not others, so most companies have 0 incentive to provide content after the main quest is over unless it's DLC.

1 Week ago
mariomguy
 

For Nintendo, it sucks because kids.


Nintendo has historically had *some* post game, even for Pokemon Games, but that's generally lackluster, so I agree. There are better companies out there that actually seem to think about post-game content. I still stand by what I said, shiny hunting is one of the best things Pokemon has going for it because it gives older fans a reason to still play Pokemon Games with a collector's ideology opposed to any story-based reason (RIP) lol Other companies do it better, or make the world interesting enough to explore after the game ends, but I second what you say about that being second priority to main quest... which I really think main quest should be better than OR equal to post-game.... if the post-game were better, that'd make the game unmemorable and just bad balance-wise. I think it's a really tough balance to strike because you want to add content after the main story, but you don't want to outshine anything from the story with it.

As for the post-main-quest world, it's hard to program every NPC in the game to say something different after you beat the boss, especially with multiple sidequests going on. The main quest gives the NPCs something to talk about. But when everything's different, their discussions all need to change, too! Paper Mario did this on the Gamecube, not the N64. A very large dev teem is necessary to implement something like this


Believe me, I'm not overlooking any of the complexities of implementing something like this. I know it's a challenge and that the dev team would have to go back and add all sorts of flags to make the characters say something different as the story / game progresses. I get that fully, but kid me was so hurt by the fact that the N64 game just sort of ended but loved that the GC game did have some changed dialogue and stuff.

As a side note, because I'm absolutely obsessed with Pokemon Colosseum and Pokemon XD Gale of Darkness, I have to say Colosseum had an incredibly fleshed out post-game, especially for Nintendo. Seriously, the credits roll and you still have like 2-6 more Shadow Pokemon to find and two completely new areas, including a Colosseum to rebattle the bosses as many times as you want (and a "new" boss) AND the option of getting Ho-Oh - it was awesome.

Gale of Darkness was more lack-luster in the post-game area HOWEVER... that final Miror B fight for the Dragonite, and changed character positions and dialogue throughout Gateon Port (especially) is really cool... well, so is the fact that the dialogue actively changes throughout the game if you go back to certain locations like the HQ lab after completing certain quests, or Gateon Port (specifically the krabby club line-up) fluctuates a LOT. And it's just super impressive for a GC game.

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1 Week ago
NOT Weird Occurance
 

Ah man, I can't do this. I can barely focus on one game at a time. (I usually am playing at least two games throughout the week.) I like my games giving me exit points both in the games themselves for like, "Here's where you can call it a night" as well as overall in terms of "Now you can play something else." I can see the appeal, especially for folks who tend to view game hours as financial value. But I think if I ever played the same game for a long time, I'd get bored. Even super fun games that are just pick-up-and-play like Rocket League, I just can't play them for long stretches because at some point I need something else.

1 Week ago
Jet Presto
 

anyone who's played Skyrim would understand this. it's practicallyw hat the game is built for.

1 Week ago
tnu
 

I played nothing but pokemon diamond for 2008-2011. Online battling in it's prime.

6 Days ago
IKM
 

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