Counterpoint, there are also games you tried and HATED as a kid, that you might now like as an adult.
As I kid I had a lot less need for quality story telling, and roll play, probably a lot less interest in gardening simulators too. There’s probably lots of stuff you thought you didn’t like.
My version of this is 4X games. I always was intrigued by them as a kid, but I wasn’t nearly patient enough or willing to put in the time to understand them. As an adult I’ve finally been able to enjoy them.
I tried to get my nephews into pokemon nintendo games when they were like 10. Failed bad because “too much reading” and went back to Roblox…
I’ve certainly noticed that my patience has dropped off a cliff.
When I was young, I spent hundreds of hours in RPGs. Then I got into roguelikes, which are like RPGs, but condensed down. Well, and now I’m microdosing this crack, because the condensed version of roguelikes is apparently puzzle games.
A good rogue like is a super complex puzzle with randomness thrown in! Completely see the similarity.
Only RL I went hard for was DCSS for some reason, and it’s hard to estimate how much time I put into that over the years. At least as much as other heavily played AAA or MMO type games for me. What about you?
Ehm, well, I may or may not be moderator of a DCSS community here on Lemmy. 😅
Yeah, I decided to write “roguelikes” up there, but 99% of my roguelike time, I’ve also spent in DCSS. It being more puzzley than many of the more recent roguelikes has certainly played a role…
I wonder if that statement applies to the original Rogue? I don’t recall there being much puzzle to it.
Edit: OOPS. You meant whether the statement about being puzzle like applies to OG Rogue. You said almost exactly that. My bad lol, below remains intact to display my shame (and enthusiasm).
It’s a puzzle in the sense that you have a constrained number of options, both in a given combat scenario and in the general sense of building your character and attacking the dungeon. And usually all those options have some tradeoffs, beyond just the opportunity cost. Skill (and creativity! one of my favorite elements!!) of the player make the difference between a doomed run and a cakewalk. Careful marshaling of resources, knowing when it’s time to spend something rare or take a gamble. Knowing what late game change might solve the weaknesses your character has and help achieve specific goals, knowing what would be folly.
Lot to learn, and then deploy in fun and creative ways. And challenging. Loss is the teacher, lol. So good!
That game is pretty cool, thank you for sharing. Will go well when I want a break from crosswords.
You should check out all the games on that site, they’re very good. There’s even a free mobile app with no ads
I did a little write-up on it a while back, probably my favourite app, and it’ll run on anything!
I think another part of it is that gaming as a kid and gaming as an adult are for entirely different purposes a lot of the time. I still game for entertainment, but also as a way to unwind. It’s just relaxing to me and if I can get into a strongly written storyline, the stresses of my day fade away.
But as a kid, I gamed because gaming was flashy and fun and challenging, and then I wanted to talk to my friends about it after I beat yet another game.
My needs changed. When I was a child I had an intense need to master new skills and show them off. Video games could meet that need in a way school never could. As an adult I can completely fill those needs with work so I have no interest in those sorts of games. Now I play games to be entertained and delighted. If I want challenge I’ll put that energy towards earning a bigger bonus for Q4.
Oh would you look at that all your effort went to your bosses bonus, better play harder next time…in all seriousness that’s a fun way to look at work.
Crash bandicoot was written in fucking LISP