At the risk of sounding like I'm hounding you (Which I am not. lol) I have more to say on this.
Looking to avoid challenge from the entertainment medium of video games isn't necessarily a sign of immaturity. In some cases it certainly is, in other cases it is simply a person who has had enough challenge in their real life so they want something easy for their recreational time. Likewise there are those who look to overcome challenges in the digital space so they can feel a sense of accomplishment while shying away from hard things in real life. Easy games, hard games, nothing is wrong with either preference as long as one is honest with themselves about why they play.
Finding the right sentence to describe what the fundamental goal of a shooter is a remains a tricky thing. So I won't butcher it here. lol
I do want to say, if we are being real, this threads discussion hasn't really been about whether Ember's shooter-first-experience should include maintenance. There is going to be maintenance of a sort. The debate has been about the HOW that maintenance should be expressed.
In essence: the need for repairs verses the need to remake. Which one fits where, how, and why.
the difference between finding the game you like and trying to avoid the challenges are two different issues, one with real merit and one just a show of immaturity--.
As for Bl4ckhunter, you're not wrong; distilling the true essence of the game is important and removing unnecessary components can often make a better game. Having said that, riddle me this: isn't the goal of a shooter game to be the one who survives the battle?
In a larger context, the need to maintain things is a part of life and a motivator for many. While it may seem silly to include it in a game where shooting things is the 'core gameplay,' I still posit that we do ourselves a disservice by not trying to tie two kinds of gameplay together into a more rewarding whole while also creating a world that is more alive and memorable for having such things. We already have a plethora of games where we 'just shoot things;' frankly, guns and jetpacks simply aren't new and exciting anymore. Ember, and indeed any game in the works, can stand to be more than that. The core gameplay of a shooter doesn't HAVE to be JUST shooting; it really can be more. There's no need to keep using such limited vision when we have so many possibilities available for something grander.
In a larger context, the need to maintain things is a part of life and a motivator for many. While it may seem silly to include it in a game where shooting things is the 'core gameplay,' I still posit that we do ourselves a disservice by not trying to tie two kinds of gameplay together into a more rewarding whole while also creating a world that is more alive and memorable for having such things. We already have a plethora of games where we 'just shoot things;' frankly, guns and jetpacks simply aren't new and exciting anymore. Ember, and indeed any game in the works, can stand to be more than that. The core gameplay of a shooter doesn't HAVE to be JUST shooting; it really can be more. There's no need to keep using such limited vision when we have so many possibilities available for something grander.
I do want to say, if we are being real, this threads discussion hasn't really been about whether Ember's shooter-first-experience should include maintenance. There is going to be maintenance of a sort. The debate has been about the HOW that maintenance should be expressed.
In essence: the need for repairs verses the need to remake. Which one fits where, how, and why.