This is why we play
Lately I've been playing classic World of Warcraft to get a feel for it and see if I like it before I try and go head-first into WoW Forever fairly blind with some friends. People have told me that World of Warcraft is good, but I haven't personally played it (or really any MMO outside of Final Fantasy 14). I've wanted to see for myself, so I dug in. I've been leveling an undead warlock and recently I've gotten my way to The Barrens. My goal was to kill some planestriders and collect their beaks as proof of my kills so that the population can get back under control or whatever. I wandered around and found another player also on that quest and waved to them. He was a gnome warlock named Borton and waved at me when I walked over. I waved back and invited him to a party. We walked around the area and started spreading our aggro to farm the planestriders and grab their drops. After a few kills he stopped for a second and said "this is why we play". I was taken a bit aback by this. It felt out of nowhere but also felt like one of the more human encounters I've had with people in a video game in a long time. One of the great parts about MMOs is that you end up having a lot of these itinerant bits of community like this. You both get a quest from an NPC asking you to go and farm some drops and then this sends you all out into the world to naturally do it together. These conversations and liminal bits of community end up adding up into the greater experiences and really giving you the flavour of the game's vibe. You do it together for the fun of the game. After a while we finished our farming, got all the planestrider beaks, commiserated about the drop tables, and decided to just sit down on a nearby hill and take a screenshot because it just felt right. Two players sitting in golden fields with a backdrop of mountains and a blue sky enjoying the moment together wordlessly. This has really gotten me thinking about what I really want to get out of games and why I play them. I think I've been doing it wrong. At some level the “high end” content of online games like Final Fantasy 14 or Retail World of Warcraft looks endless. There’s intricate dances of choreography as you and your friends puzzle your way through each boss mechanic towards victory. Hell, games like Final Fantasy 14 have their fights defined by the little call->response pairs as the boss telegraphs things and you react to it in concert. Not to mention the feeling of utter serotonin that comes from figuring it out and winning. One of the main problems with this is that the “high end” raids in this game tend to be a mile wide in theory but practically an inch deep. Don’t get me wrong, even as far back as a decade ago there’s still encounters that are actually hard (eg: XIV’s ultimate raids, I'm personally at Quickmarch Trio in UCOB if you have the right brainworms to know what that means), but as the fights get older there’s a sharp dropoff in the number of people that actually want to run them. This ends up with entire subsystems of the game (Deep Dungeons, Bozja before Shadowbringers went into the free trial, etc) becoming “dead content” because if you queue for them, nobody shows up. If you put up an entry for them in Party Finder, nobody will join you unless you set aside time to wait for hours. You end up with modes where you're encouraged to do it in a group being bereft of people so you're "forced" to figure it out on your own. As a result everyone is funneled into the high end and trying to min-max it as much as possible to squeeze all the game they can out as fast as they can before “everyone else” gets what they want out of it and moves on. The world becomes a theme park where only the newest rides have the most people there and getting a group for anything else becomes a slog in party finder or needing you to seek out people that focus on that thing and nothing else. This also means that if you’re “slow” or have to take a break during the small sliver when content is “current”, you’re going to be stuck "behind" on it for a long time without significant effort to find a way around it. It really makes you wonder what the point of it all is if you can’t find anyone to do it. Worse, when you're trying to find a group to do it regularly (a "static" group), they look at how you did on previous raid tiers as a way to vet if you're a "shitter" or not. The records of your ultimate achievements of an entire raid tier, or the relic weapons for an entire expansion just end up becoming things you can do if you want that give you a shiny skin for your weapons to coordinate with an outfit that looks better. Maybe in edge cases those stats will be better for complicated maths reasons. All that effort you put into them is just ultimately "wasted" when the next ride comes out, all the stats get reset, and everyone moves on to wait in line for the next thing. All of your gear you spent weeks grinding for is reduced to sticks that increase the statistics correlated to aspects of your character that make the funny numbers go up so you can kill the boss faster to move on to the next thing. Maybe this is just something endemic to the theme park design philosophy where you’re given a goal by the developers and a series of actions that really boil down to TODO items that are the barrier from you and that thing you actually want (do these quests, fight these normal raid bosses, beat the savage versions of those bosses, beat the ultimate boss, get the shiny weapons, and finally look cool afk-ing in Limsa Lominsa). Maybe this is why people end up seeing things like the overworld as the barrier to the rides instead of an integral part of the experience. Maybe this is the pressure that makes people want to have flying mounts or other ways to "skip the grind". I haven't really touched Death Stranding since I did my review on it way back in 2019 . It's always had a special place in my heart though, it's kind of a touching experience even though it's incredibly isolating at the same time. This game has two main characters: Sam "Porter" Bridges and the game world. The overworld's system of traversal is the protagonist as much as the actual protagonist is. Sam "Porter" Bridges looking out past the hill he just climbed and seeing an upside-down rainbow. God sent the rainbow as a promise to mankind that he wouldn't try to destroy them again, and this rainbow is upside down after mankind's near destruction. Honestly I think one of the best features of Death Stranding is the camera mode. At any point you can hit a button (on the Steam Controller it's one of the back buttons by default) and the action stops so you can position the camera and just soak in the scenery. If you've never played Death Stranding before, I highly suggest you stop reading this post right now and buy it on whatever platform you buy games on. Worst case you can experience it on the iPhone as Hideo Kojima surely intended. [image or embed] @xeiaso.net September 20, 2026 at 12:02 PM If you actually do this on an iPhone, please do it with a controller. The touch controls are kinda awful. As you progress your way delivering packages to save America, every so often the camera will pull back, the game actions will become muted, and the normally contemplative and silent experience will suddenly be augmented by soft music. The protagonist of Death Stranding riding on a tricycle down to a port city with the Death Stranding logo overlaid. It turns this process of progression into a serene bit of negative space in a way that makes you really stop and think about the experience, the dramatis personae, and the kind of story that's trying to be conveyed. The world itself turns into this sense of wanderlust that makes you mentally pause and just process things. I don't really know if I'm doing this justice, in the moment it's an almost spiritual kind of connection between you and the overworld mediated by the soft sounds of Silent Poets' Asylum For The Feeling or Low Roar's Don't Be So Serious . The game makes you feel so small yet so connected to the world around you and there's just this overwhelming sense of equanimity. Just take a moment to watch the Don't Be So Serious video with Death Stranding gameplay underlaid. That's a snapshot of how the game literally plays out. It's these liminal bits of wanderlust combined with a story that only Kojima or Yoko Taro could come up with. This kind of overwhelming emotion is the kind of thing that made me fall in love with gaming back in the days when the most complicated games I'd play would be Banjo Kazooie, Super Mario 64, Super Mario Sunshine, Pikmin 2, Sonic Adventure 2, and other games of that vintage. At some level I kind of long for not knowing what's beyond the next hill and being forced to figure it out by just going there to find out. Hell, I also get this sense of romance in Breath of the Wild or Tears of the Kingdom when I just turn off all the UI elements and wander around wherever the wind takes me. Link in Breath of the Wild looking towards a sunset bathing a lake in twilight as the light refracts on the smooth stone surface he's standing on. Breath of the Wild is one of those games where you can just wander around the overworld for ages and still find new things. Combine it with flying and you just feel things as you go from hither to thither. Even with fast travel you still have to go there yourself . You have to climb every mountain. You have to cross the vast expanse of the desert. You have to figure out how to get a boat to the island with some awesome gear. And even months or years after you capture screenshots/video of the adventure, looking at them takes you back there and you just feel it again. You have the power and you have to pick what you do with it. There is no wrong way to do it. Want to fly over Gerudo Town after sunset knowing well and good that the moment you land you're gonna get kicked out of it for being a guy? Hell yeah, you can just DO IT. Link in Breath of the Wild gliding above Gerudo Town at sunset, just soaking in the vibes. This is making me think, fuck, am I actually getting what I want out of my time? In my race to min-max my way through "current" things so I don't get "behind" have I just lost that sense of wanderlust from the experience? I miss that feeling of just exploring the world for what it is and letting myself get there the long way. Have I been skipping over the real "good part" in my effort to be efficient in getting to what I thought the "good part" really was? Have I just been playing games the wrong way? I think I've been playing the games I'm immersing myself in incorrectly and I want to change that. I want to lose myself in the fantasy worlds. I want to let myself see the sights, hear the sounds, feel the breeze on my back, go fishing at what feels like the little corner of civilization just at the edge of the universe, and just let that sense of overwhelming wanderlust come back into my life. This is why we play, we play to let the fantasies of these fantasy worlds take charge and show you something that you didn't think you needed in your life yet you're all the richer for it. As World of Warcraft Forever comes out in November and Final Fantasy 14's Evercold expansion comes out next year, I'm going to just let those worlds enrapture me in their designs and lose myself to the wanderlust. I'll let The Fourth take me where it does and that's okay. It's absurd that the root of this revelation was a bot in a single-player MMO on my homelab picking a random chat message out of a list of dozens randomly triggered by a random overworld mob dying. Yeah, I forgot to mention, this all was caused by an experiment in playing with bots to teach me what it means to have a community. I was gonna lead this post with that fact but I think it all lands better if I just spill it all out at the end while I'm having the revelations like this. Given the utter absurdities of this modern era where we live in Clown World, I think it only makes sense that it would boil down to something like that. Honestly I think it's even more absurd that it took a proc of a proc of a bot saying things for me to figure out what was wrong with myself. I feel like I've just torn out a chunk of my soul and rended it unto the canvas for this. I don't really know why this helped me, but I hope this helps you too. Stay fresh out there, and if you're going to also venture forth to that millennial retirement home of a launch, maybe I'll see you in Azeroth in early November for World of Warcraft Forever. I'm gonna go in blind, you should too. We'll figure it all out together, one terrible loot table at a time.