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When Did Games Start Feeling Like a Chore?


Open world games

There was a time when exploring in games felt like a genuine adventure. You’d stumble across a hidden cave, find a powerful weapon tucked behind a waterfall, or piece together bits of lore that made the world feel alive. It wasn’t required, and that’s what made it fun. It was your choice to veer off the path, to get lost in the world.

But in too many games today, that sense of freedom has been replaced by obligation. Progression is tied to exploration, not in a fun, “look what I found!” kind of way, but in a “do this or miss out” way. It’s no longer a bonus. It’s a chore.

Let’s talk about how that shift happened and why it’s ruining part of what used to make gaming great.

Exploration Is Turning Into Homework

In many modern titles, exploration has become less about discovery and more about checking boxes. You don’t explore for the thrill you explore because you have to.

Take a recent open-world RPG as an example: you’re dropped into a massive world with dozens of regions. The main quest tells you to travel to a nearby town, but once you get there, you realize the next step is locked behind a required side activity. Maybe it’s a puzzle dungeon, maybe it’s unlocking a glider, or maybe it’s collecting some arbitrary items to trigger a cutscene.

You can’t just play you have to “complete.”

It’s subtle, but it changes how the game feels. You’re no longer driven by curiosity; you’re driven by obligation. That’s when gaming stops feeling like fun and starts feeling like work.

Optional Content Isn’t Really Optional Anymore

Games used to reward you for going off the beaten path. If you explored, you might find a cool sword, a funny side quest, or an easter egg referencing another game. But none of it was necessary to finish the story.

That balance is disappearing.

Now, critical gameplay upgrades like increased health, essential mobility tools, or even access to boss fights are often hidden in places that are technically "optional" but practically required. Miss one shrine or skill tree upgrade, and suddenly you're underpowered for the next boss. That’s not optional. That’s forced.

And yes, some of these upgrades should be earned. But the way they're locked behind tedious or unrelated tasks often makes them feel less like a reward and more like a barrier.

A well-designed game lets you choose how deep you want to go. You can power through the story or take your time to soak in the world. But when games force you to go exploring just to keep playing at a normal pace, it creates fatigue instead of enjoyment.

 Why Is the Main Quest Behind All These Side Tasks?

Imagine you're watching a show, and right before the climax, it pauses and says, "Solve this crossword before you can continue." That’s what it feels like in many games now.

You’re ready to see what happens next in the story, but suddenly, you're forced to grind out side activities: mini-games, crafting systems, or fetch quests that have little to do with the main narrative. And if you don’t do them? The game won’t let you move forward.

This happens in a lot of modern RPGs and open-world games. You’ll hit a point where you need a specific item, skill, or stat to progress, and the only way to get it is to leave the story and go do “side” content.

Side content shouldn’t hijack the story. It should complement it. When developers hide progression behind content that doesn’t connect with the main experience, it just kills momentum and frustrates the player.

It’s like trying to enjoy a movie, but every 15 minutes, you’re told to go vacuum the house before the next scene.

Games Need to Respect Our Time

Most gamers today aren’t kids with unlimited free time. We’re adults with jobs, school, responsibilities, and yet we still carve out time to game. That time should feel rewarding, not wasted.

When a game stretches out its progression by forcing us to complete side tasks that don’t feel meaningful, it disrespects our time. It says, “We don’t trust you to enjoy the world on your own, so we’re going to force you to interact with every part of it.”

Compare that to games that allow you to blaze through the story if you want, and come back to explore later. That’s real player freedom. That’s respectful design.

Exploration should always add value, not delay progress. If your game needs artificial padding to hit the 30-hour mark, it’s time to rethink your content.

Let Exploration Be a Joy, Not a Requirement

This isn’t a rant against side content. Some of the best gaming moments come from stumbling across a strange questline, finding a hilarious NPC, or taking down a secret boss. The issue isn’t the content it’s how it’s presented.

Let players choose how they want to engage. Want to just follow the story? Great. Want to do every side quest, collect every item, and read every scrap of lore? Awesome. But don’t punish one style of play to benefit the other.

Well-designed games trust the player to find their own pace and joy. They don’t lock story beats, skill trees, or critical items behind mandatory busywork. They reward curiosity, but they don’t require it.

🎮 Games Should Feel Like Games Again

At the end of the day, we play games to escape, to be challenged, and to have fun, not to complete chores. And while depth, exploration, and systems are important, they shouldn’t come at the cost of freedom, pacing, or joy.

Developers: trust us. If your world is interesting, we’ll explore it. If your systems are fun, we’ll use them. But let us do it on our terms.

Because when games respect the player’s time and choice, they stop feeling like work, and start feeling like magic again.

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