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Why I Don’t (generally) Like Competitive Games

  • Trae Bailey
  • Oct 26, 2019
  • 2 min read

A discussion came up the other day about which type of game seemed to be the most sought after by current and aspiring game developers. The leader of the discussion strongly suggested that competitive games were the “Holy Grail” (so to speak) of game development. Of course, it goes without saying that - without empirical evidence - a discussion like this would be fruitless and subjective, by nature.


It was interesting to hear why that individual chose competitive games, but I later learned that he viewed it from a networking point of view as opposed to a holistic one. Personally, I am not drawn to games based on competitive features alone. Due to my love and appreciation of systems, I would probably lean towards open-world games, simulations, or the elusive systemic and metaphysical MMO that only seems to be achieved within anime (like Log Horizon or .hack//Sign).


The reason why I don’t generally like competitive games seems to be deeply rooted in the “why” of the concept or design. More often than not, I shy away from or completely disregard competition for its own sake. As such, I don’t normally take part in PvP modes or options in games that I otherwise love to play. I normally need some sort of context or cause to fight for; without it, I tend to become focused on rank or prestige (which, in and of itself, is an endless battle that brings me little satisfaction).


I usually gravitate towards games that allow me to work with other players in a meaningful way. Whether that is building a community or fighting together against monstrous challenges, that is the core experience that I desire most - when it’s executed well, of course. I’m glad that I was able to get this fruit of introspection from a discussion that would normally yield none.

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