What videogames are you playing in 2026?

I think it's completely possible to think a game plays great, but find yourself lost in the weeds of it. Like the aforementioned AC Odyssey. It was totally up my alley, was a lot of fun to play, but I found myself repeatedly playing for an hour and just feeling like I didn't really accomplish much. So I moved on to other games.
What I especially liked about it (if I recall correctly), were things like the way the quests were laid out, and the way the NPC's interacted with you. Somehow, the world almost felt 'real'.

Having said that: What I did not like as much about it now that I think about it some more, was the way the other player's could interact with the quest/activity you were trying to complete. As an example: at one point, I was standing in front of a burning building (on my own). The point was to put the fire out, but I did not immediately see a way how to do it. And while I was standing there, thinking about where to get water, other players (not in my party, I was on my own) were running to a nearby river with buckets in order to put out the fire. And before I could find a bucket of my own, the fire was put out by the other players, and then I received XP (or the equivalent of that) for 'completing' an action I absolutely had not participated in at all.

Although I can understand the design that went into this, it also just felt completely wrong.
 

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Yeah, I had the exact same experience with that game. In fact, I don't think I've finished an AC game since the last Ezio one, and I played at least four.
I finished Assassin's Creed III but I rather wish I hadn't; it really killed my interest in what at that point in my life was one of my favorite video game franchises. The Ezio Trilogy remains the pinnacle of that generation of open world games.

Falling back on Legend of Mana for the time being. It's always nice to return to; such a strange but beautiful work of love
 

What I especially liked about it (if I recall correctly), were things like the way the quests were laid out, and the way the NPC's interacted with you. Somehow, the world almost felt 'real'.

Having said that: What I did not like as much about it now that I think about it some more, was the way the other player's could interact with the quest/activity you were trying to complete. As an example: at one point, I was standing in front of a burning building (on my own). The point was to put the fire out, but I did not immediately see a way how to do it. And while I was standing there, thinking about where to get water, other players (not in my party, I was on my own) were running to a nearby river with buckets in order to put out the fire. And before I could find a bucket of my own, the fire was put out by the other players, and then I received XP (or the equivalent of that) for 'completing' an action I absolutely had not participated in at all.

Although I can understand the design that went into this, it also just felt completely wrong.
Ugh! Talk about a consolation prize. I never tried the multiplayer parts of Assassins Creed, but I laid down my summon sign many times for Dark Souls, Bloodborne, and Elden Ring. And sure, sometimes I did little more than be a punching bag for the boss, but I at least contributed something to the fight.
 

Although I can understand the design that went into this, it also just felt completely wrong.
That's kind of a damned if you do damned if you don't situation, which leads to picking the lesser of two (or more) evils.

Games have chosen both+ ways. Like, let's look:

So in an open-world game with multiplayer and other players present, you have an event occurring that players can participate in, and you reward the players for participating. There are basically three ways you can go, and they all have significant downsides.

1) You don't reward the player for participating at all unless they participated by actually, intentionally and successfully helping with the objective

i.e. fighting off some monsters, putting out a fire, planting some crops, whatever. The upside is, players have to choose to interact, so if it's important to your game that people have that choice, this is the way. The big downside is that eager or fast players can effectively "lock out" other players from getting any credit, especially if you put a minimum value for "successful" to count.

World of Warcraft uses this design a lot. Even when they try to use 2 (as I shall explain), they often end up effectively doing this.

2) You reward the player for participating based on how much they participated.

This can go as low as just being in the right area, but it usually requires at least trying in most designs, and the more people do, the more they get. The upside is this encourages strong engagement for the whole event (simplifying slightly) from people who want the rewards. The disadvantages are that it strongly discourages people who "come in late" from being much, unless you make it very easy to "put points on the board", and if you make it so just being in the area counts, you remove choice.

GW2 has used this design a fair bit. WoW sometimes uses this but de facto in most cases it becomes more like 1 because they tend to have narrow ranges of reward with low minimums and low maximums (c.f. the Dragonflight event where you follow the big tree around and fight stuff, it's very easy to reach the minimum to score, and pretty easy to hit the maximum at which point the only reason to contribute is to ensure the event finishes promptly!).

3) You reward players equally for "participating" no matter what they did, so long as they were at least present.

This has the upside that you can't get left out if you even get there, which can be very valuable if that's a risk (esp. if events are complex or deadly or brief), but has the downside of, as you note, not giving you a choice, which is bad for RP and immersion, and it also potentially discourages people from actively contributing, and encourages them to just stand around and perhaps passive farm an event if it's going to keep happening (there are bandaids and workarounds for the devs to deal with that, but still).

Pretty sure World Bosses and possibly Legion Events in D4 work this way, but I could be wrong.

There are other nuances of course, particularly with 2, where the base to contribute and maximum contribution value can make a huge difference to player behaviour.
 
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I never tried the multiplayer parts of Assassins Creed, but I laid down my summon sign many times for Dark Souls, Bloodborne, and Elden Ring. And sure, sometimes I did little more than be a punching bag for the boss, but I at least contributed something to the fight.
You don't have to though. Those games all use the third type of the three I listed, just like AC:Odyssey, essentially, where if you're even present, even hiding in a corner going "DONT KILL ME!!!!", you get the kill and its rewards and story/world progression when the kill happens - this is how the famous Elden Ring multiplayer helper "Let Me Solo Her" got his name and method of operation (specifically he solo'd Malenia for people, and did prefer if they didn't try to help because it made it easier to do if she stayed focused on him and thus predictable).

It is a little nuanced because you have to put down your sign to even do that kind of MP. But if you look at PvP, which isn't always opt-in in those games (instead it's opt-out at best, aside from Elden Ring I think), you do get rewarded even if you never meet, never even seen the guy you were "PvPing", and he trips and falls off a cliff or dies to a monster. Which happens absolutely all the time!
 

I have finally bought Cairn - the climbing game. Only had time to play for 40 minutes yesterday after work, but I am already sucked into it. The older I get the more I realize how important exploring is for me, and freely climbing a mountain is definitely a exploring fantasy wish fullfilled. Love it already and I am looking forward how the rest of the game will unfold.
 

You don't have to though. Those games all use the third type of the three I listed, just like AC:Odyssey, essentially, where if you're even present, even hiding in a corner going "DONT KILL ME!!!!", you get the kill and its rewards and story/world progression when the kill happens - this is how the famous Elden Ring multiplayer helper "Let Me Solo Her" got his name and method of operation (specifically he solo'd Malenia for people, and did prefer if they didn't try to help because it made it easier to do if she stayed focused on him and thus predictable).

It is a little nuanced because you have to put down your sign to even do that kind of MP. But if you look at PvP, which isn't always opt-in in those games (instead it's opt-out at best, aside from Elden Ring I think), you do get rewarded even if you never meet, never even seen the guy you were "PvPing", and he trips and falls off a cliff or dies to a monster. Which happens absolutely all the time!
Seeing an invader come to a bad fate in a Soulsborne game is always glorious. I remember in Bloodborne the one level had an elevator that easily took two minutes to use. When I got invaded, I ran right to it and went down. They had to wait for me to get down, then take the trip down themselves, then try to find me.
 

I have decided to give Elden Ring another go. I bounced off pretty quickly the first time, partly due to not liking the M&K controls. Now that I have a reliable controller for my.PC, I figure it is worth trying anyway. I expect i will fail pretty hard at the first boss, but people seem to love the game so much I am willing to make an honest attempt.
 

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