I kinda know what you mean. I grew up on games like Zelda: Ocarina of Time and Goldeneye for the n64, Pokemon Red for the Gameboy Color, KOTOR, and briefly, SWG pre-CU. For me, in the early days, playing games wasn’t “for” anything; it was just this thing that brought joy and doing it with other people brought even more joy because we were experiencing it together.
I think it was around when I started playing Rift that things took a turn for me (it was also the first time I’d played a modern, WoW-like MMO. The people I played with were great – that part of it was awesome – but the mechanics of the game… the thing to understand is, I enjoyed the game in many ways. But it fundamentally changed how I approach games. It was also not many years after I had moved from living in a rural, slow-moving town, to a fast-paced city environment, so that may have affected my approach as well.
I didn’t really know what was happening at the time, but looking back, what changed is that I went from seeing games as something you take your time with, to something you rush through as fast and efficiently as possible because it’s a competition, because time is money, because you need to be the best to qualify, etc.
And games like Rift, or GW2, with their fast travel / waypointing and other forms of speeding the transition time between activities means that for someone like me, with how my mind has been affected… if I were to just log in and wander about Lion’s Arch, for instance, I would think that I’m wasting my time. I would think that I’m not accomplishing anything and that therefore I’m burning valuable time that could be spent achieving goals.
The shift in mindset, to simplify, meant that it’s hard for me not to see games as a kind of work. Particularly when they are built in the way that games like GW2 are.
In theory, nothing is making me play them this way. But I would argue that many of the design elements are nudging me, trying to tell me what I could be doing, what I could be achieving, etc. Some of this may be an unintended consequence of usability design; for instance, looking at a story episode and seeing the icon showing a chest. Theoretically, the icon is just there to let me know whether I’ve earned the base rewards from the episode yet, so that I’m aware (usability). But it’s also enticing me, prodding at me to do the episode to get the rewards.
I don’t know what to do about this, other than that I more often play games like The Sims now because its minimal amount of structure gives me space to relax and slip back more into the mindset that I had when I was a kid. The shift in mindset is still there though. On some level, it’s a part of me now that is hard to shake.
Or words to that effect.