I donāt like āeventsā. I donāt like it when things are limited with requirements of spacial presence and time. I donāt like experiences that only exist in one moment and then can never be relived. I donāt like ephemera.
I prefer things. Toys I can play with, tools I can use, books I can read, movies I can watch, all at my own discretion. I have agency over my things. The actual lived experience from occurrence to occurrence is always different, of course, but the externalities can be repeated. I love being able to preserve the essence of a thing.
Itās one of the reasons I like computers. Or maybe itās a psychological trait I developed because I had access to computers growing up. It probably is, I think. But either way, I love the purity of digital storage and interface. I love having an environment where experiences can be preserved and replayed at my discretion without my having to make any demands on other people.
And so thatās one of the reasons I love video games. Their mechanics are defined and can be understood and mastered. Their levels are defined and can be understood and mastered. Despite the extreme rates of āchurnā ā video games go out of print much faster than books or other physical media ā the software is digital, and can be saved, stored, and replayed. I can look up the flash games I played as a kid and replay them, exactly as they were, and understand myself a little better for it.
Of course there are exceptions; itās impossible to have a multiplayer game without an implicit demand that other people play with you. When an old game ādiesā, itās often not because the necessary hosting software is being intentionally withheld, but that there just isnāt a pool of people casually playing it like there used to be.
Thatās still a loss, and itās sad, but thatās an unavoidable reality, and itās not nearly as complete a loss as a one-off event being over.
So I donāt like when games force seasonal events on me.
Limited-time events introduce something new, but they also necessitate the inevitable loss of that thing. And that assumes you were playing everything from the start; events introduce content that can be āmissableā in a meaningful way, so if youāre werenāt playing the game at the right time, even if you own the game and finish everything you can access your experience can still be rendered incomplete.
One of the things I like about games is that theyāre safe, and the introduction of time-based loss compromises that safety.
That constant cycle of stress and pressure to enjoy things before they were lost is one of the main reasons I stopped playing Overwatch. I realized the seasonal events in particular werenāt good for me; they turned a game that should have been fun into an obligation that caused me anxiety.
But Iāve been thinking about this lately not because of Overwatch, but because Splatoon 3 is coming out soon. Splatoon isnāt nearly as bad as all that, I donāt think itās deliberately predatory aside from Nintendoās standard insistence on denying people autonomy. Splatoon 3 invokes that āpeople will stop playing Splatoon 2ā loss, but even before that, Splatoon (a game I love) left a bad taste in my mouth because of its events.