Somewhere along the way, video games became homework.
I don’t mean that in a bad way—there’s something deeply rewarding about mastering complex systems, experimenting with intricate builds, and deep-diving into mechanics. But sometimes, I just want to sit down, boot up a game, and have fun without watching YouTube guides, reading skill trees, or learning optimal button rotations.
That’s why I miss games like Dungeon Siege.
Dungeon Siege (2002) was the epitome of pick-up-and-play fun. You didn’t need to study weapon synergies or spend hours min-maxing. You started with a sword, hit things until they dropped loot, and watched your character evolve naturally. If you wanted to be a mage, you just cast spells. Prefer melee? Swing a sword. The game let you grow into your playstyle without punishing early choices.
It wasn’t perfect, of course. The story was serviceable at best, and combat could sometimes feel repetitive. The party AI wasn’t always the brightest, and the later entries in the series struggled to capture the magic of the original. But despite these flaws, Dungeon Siege delivered a pure, streamlined experience—an action RPG that didn’t require a strategy guide or 20 hours of investment before the fun kicked in.
Fast-forward to today, and many games demand an almost academic level of dedication. Want to play an ARPG? You better study build guides, or you might ruin your character. Enjoy survival games? Hope you’re ready for food meters, crafting systems, and base maintenance.
And then there are the truly massive, player-driven universes like Eve Online. I loved Eve for what it was for me at the time: an intricate, living ecosystem of trade, warfare, and political intrigue, and most importantly a Community of players, bloggers, and devs. But it was also, and still is, a game where new players can feel utterly lost, drowning in spreadsheets, market manipulation, and ship fitting meta. New Player Experience (NPE) anyone?
Eve is a testament to gaming complexity, but sometimes, I just want something simpler.
Games like Dungeon Siege, Diablo II, and Torchlight struck a balance between accessibility and depth. They were easy to pick up, rewarding to play, and satisfying without demanding too much mental energy.
That kind of design is rare now, and I think many players, myself included, miss it.
Not every game needs to be a challenge. Nor does every game need to be super simple, such as Townscaper or Islanders.
Sometimes, we just want to unwind, explore, and let the adventure unfold naturally.
Anyone else feel the same?
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