The Reason Players Are Burned Out From Genshin Impact

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in roughly about a month depending on when you see this Kenshin impact will have completed three full years of Active Release and enter its fourth year gun splacing with the release of Fontaine the land of hydro Justice and lots and lots of baguette there's going to be a ton of memes about France during 4.0 mark my words hard to believe the game has been out for three years now and 2020 feels like it was just yesterday in many ways ganshin has fall changed yet stayed the same typical yet unusual for a gotcha game but of course it's still the subject of endless discussion debate and discourse among the greater Gaming Community though not as much as it used to be a few weeks ago a friend of mine who also makes genshing content Savvy launched a podcast series and in her first episode she called to attention player bernab discussing how different types of players feel about the game after having played for so long and what was the main cause behind their Berta I think that's something we can all relate to especially for those of us who've been around since version 1. all of us have good memories of genshin in some way shape or form but there's a multitude of comments and threats about players scoring exhausted or aboard of the game version 4 will naturally bring a lot of attention back to the game but I think long term it's something worth addressing so I wanted to offer my own thoughts on it content is first and foremost what drives players to keep playing the game or stop playing altogether people don't get burned out from doing stuff they get burned out from doing a certain kind of stuff and from the reasons for doing that stuff especially if that stuff is repetitive on interesting or tedious you can eat different kinds of cereal all you want but cereal is still cereal gotta mix it up a bit the Advent of Fontana version 4 was actually the impetus for me making this video because it highlights how important content is towards driving player engagement over the summer and late spring I read a lot of comments on Twitter Reddit YouTube and my Discord server about how completely disappointed the fandom or at least a part of it was in the latter half of sumera's timeline causing a measurable decline in player activity as evident by lowered sales views on videos and whatnot across the board coincidentally Hong Kai's star will debuted this past April drawing a significant portion of the Genji and player base's attention where it has stayed up until version 4. and where this all that stem from content in this context like the rough that wasn't the first instance of winning enthusiasm by the community version 2.8 to 0.7 and 2.6 we're on the slower side too and 1.6 and 1.5 as well I think during the Spring and early summer players were not or played less if not stopped playing entirely for one reason or another with their excitement firing back up whenever this new version 2.0 3.0 and now 4.0 now the diminishing of player enjoyment isn't exactly the same in every version Genji was still wildly popular even during 1.5 and 1.6 owing to the game still being novel and the worlds of tavat being expanded upon greatly the golden apple archipelago serving as an entirely new Albia temporary area lended Credence to that version 2.6 to 2.8 also maintained some semblance of lasting enjoyment namely through the chasm a heavily foreshadowed area within the US that while exhaustingly long and tedious at times was a big deal to many players summer Fantasia was kind of a love it or hated in my opinion on one hand it was awesome to have the archipelago brought back and we also got to experience more interpersonal character development for those involved but on the other hand it could have been seen as recycled content to some extent even though 2.8 was quite different from 1.6 version 3.5 to 3 it was when the trend of the second half of every version being worse in air quotes than the first half became more and more noticeable even though version 3.6 bought with us the new sub-region girdle of the Sans it didn't carry the same level of awe and wonder as other areas such as a Chasm and konomia or Dragon spine namely due to it consisting of more of what we've seen for many months before that sand all the memes about half of Summer's exploration being an endless desert made more desert not as enticing of a prospect in comparison Dragon spine and panomia and the chasm had environments that wildly contrasted from their main regions not to mention they were a lot smaller and more condensed in content exploration aside this a very clear pattern of events that take place the first half of aversion features a lot of new expository content for players to enjoy versions 1.0 to 1.3 2.0 to 2.3 3.0 to 3.3 they serve to introduce us to the new area its inhabitants all the new characters enemies overall exploration and most importantly The overarching Narrative and conflict that drives the plot forward August through December is a great time for genshin since I'm everything is new interesting and refreshing but in the following months January and onwards that engagement gradually decreases and much of that has to do with one the novelty of the new expansion wearing off and two the main content we get with those versions forgive me if this is a hot take but I can't help but feel like all content regention that takes place from the yearly Lantern ride events to before the next version gives off the same kind of vibe as Filler episodes in anime A Lull from one major arc in the story to another version one was so to the exception since with 182 regions lost that in the US but version 2 and version 3 definitely came off that way to me I'm not saying nothing of import happened during 2.4 to 2.8 or 3.4 to 3.8 but those updates don't carry the same gravity as the earlier versions especially once the regions are Conquest finalizes this was particularly noticeable in version 3. version 3.4 was the annual Lunar New Year Festival event with Lantern right which is of course a return back to the uh to celebrate and most if not all of its events comprise mini games and party activities 3.5 right after wind Bloom another Revisited to Monsta with another Festival type event with once again mini games and activities parade of Providence yet another festival type event with mini games and activities to repeat yes there was the new desert area but the flagship event the one that gives the crowd of insight was on another Festival event 3.7 dueled the summoner's summit if you're offended against in TCG then you probably enjoyed this one but for those who didn't it was once again another festival type event and finally secret summer paradise another Festival event though in their defense this one takes place in a new time limited area just like the golden apple archipelago so at least there's a new location to explore to be clear I'm not trying to be dismissive of the effort and work put into each of these events every Flagship event is unique and brings something different to the table but they all still fit Under the Umbrella of festivities and mini-games not saying that's a bad thing ancients an open world game with open-ended ways to play it for some these events make for fun engaging ways to kill time namely in conjunction with the smaller events they do like the one where you can make your own domain a while back and it also breeds more life into the worlds of Tibet with characters from One reach journeying to another in celebration of the event but when given to us consecutively one after another it's understandable why players have grown tired of the game and have decided to just play Star rail until Fontaine came out now a lot of this comes down to your priorities I myself enjoyed the action side of Genji in the combat and whatnot someone might be a lore buff and immerse themselves in the game's Mythos another might be a fan of exploration and want to check out all the new stuff another might like the various mini-games so on and so forth but you can kind of guess where this is going the flagship event serves as every update's main body of content for the next month and a half give or take and back in versions one and two they cater to all demographics relatively fairly for example in version 2 for the combat fighting people we had Labyrinth Warriors and konomia and the chasm for exploration people we had once again and kanomia the chasm a revisit to the golden apple archipelago and dragon spline the Explorers say well lore fans got to enjoy seeing more development for Albedo the overarching plot at the chasm a more detailed look at some less popular characters like xinyan and the first time Inazuma opened its borders to Taurus during Zephyr the violin garden and there were tons of mini games to enjoy throughout the year in comparison the bulk of events in version 3 was very heavy on the mini game and lore buff side of things with lust on exploration and even less on combat in terms of exploration sumero is huge easily double the size of monster adventure but more than two-thirds of that exploration was through Barren desert and underground Caverns that to no one's surprise became a not-ness rather quickly I mean ecologically and environmentally that's very accurate to what a desert is supposed to be but After experiencing the sheer diversity of environments we had in Version 2 without different all of United Zuma's Islands were and konomia custom and whatnot it's a parent as to why players who tied a version 3 halfway through it I'm aware we had a few combat-centric events like Feast of departed Warriors but minor scale events don't come off as appealing when the type of rewards you get don't compliment it in addition because crown of insights are acquired mostly through Flagship events it pressures everyone regardless of what kind of player they are to complete those events unless they miss out on them it wouldn't be that big of a problem if the events had a little something for everyone but Festival related events are for the most part dialogue and minigames only occasionally having an aspect of combat or exploration video games already faced an uphill battle for retention the moment they released into the market the virtue of constantly updating games is that they can maintain player interest by simply adding new content something genjin both succeeds and fails at to an extent objectively if we compare numbers to numbers the amount of stuff you can do engage in Far exceeds the range of activities available to you in other gotcha games the question then becomes what kind of play time and I think that's where genshin fails not everyone cares to go Super Mario 64 on the game and 100 every part of the map at the same time not everyone enjoys heavily combat-centric elements or lore bombs or mini-games the goal is to find a level balance across all of them or ideally find a way to integrate all aspects together perilous Trail is a good case study of this you had a massive lore bomb a new area of Exploration with a new mechanic based on the monessens not to mention the different puzzles scattered about the chasm and the three domains that came with the casting's bed had some combat included alongside the various new enemies and Rift servant boss it adds something for everyone and they were spliced evenly throughout the events so you wouldn't have too much dialogue too much exploration or too much combat in one sitting it was a long event don't get me wrong but it was a good one and engaged every type of player plus it took place in an entirely new area which makes it more interesting than if it took place in an area we've already been in I get that there's actual continuity behind repeat events or gen Xin which is more than I can say for other gotchas The Wimbledon Festival of 3.5 spotlight's new characters than the one in 1.4 every Lantern right has its own set of events too so the not re-running old defense for filler per se but once again unless you're a lore buff or enjoy fast and type events for everyone else it revisits the same areas over and over and over again with no real lasting significance of the surrounding environment I love Mazda as much as the next guy but there are too many events that bring you back to the place it would have been cooler to have new areas to check out or Flagship events that took place in less explored areas maybe that's just personal bites though I love the custom Golden Apple archipelago and konomia events because they occurred in entirely new places rather than going back to Liu Inazuma or Monster for the fifth time in concert with recent Flagship events being being focused too much on quote unquote filler I think another big contributor to Bernat especially when it comes to gotcha games is when content starts getting samey gotcha games have a very high turnover rate despite being an industry that one would think encourages retention through Suncoast fallacy the reason for that is because content formats get recycled a lot take the concept of Flagship events no matter what type it is whether combat oriented such as Labyrinth Warriors exploration orientals such as economia Mini-Game oriented such as Lantern right what have you all Flagship events have the same general assortment of goodies leveling materials essential materials Talent materials Samora maybe some furniture for the teapot and the crown of insight they're pretty much the same every time and are usually purchased via event shops with currency obtained during the event The Only Exception is the event exclusive weapon or maybe a character but for the most part all Flagship events and by extension all events period have the same basic assortment of rewards for newcomers this is a godsend for catching up but players who have been around since the beginning of the game probably don't need anything except their crown of insight and maybe the 4 star weapon which makes it that much more more of a chore to complete when you don't get enough out of it rewards are something of a universal incentive if the reward is big enough players will be more willing to do things they wouldn't have otherwise a lot of this is sort of a consequence of the game's design itself ganshin is mechanically very simple it doesn't have a billion methods of upgrading a character the way other catches do so it's difficult for them to spice up the rewards outside of giving us like style fortunas for characters but I mean even that would be pretty neat a universal 4 star style Fortuna would definitely entice a lot of players to do events it doesn't address the root issue of recent events having all been sorted the same thing but it's better than nothing long term though that's kind of an inevitability with these games unless they add entire new game mechanics or content formats eventually each event that comes out will feel similar to the ones that came before go through the opening Quest unlock the mini-games or side events complete the challenges get currency spend currency on items rinse and repeat they do a good job differentiating the minigames and side quests don't get me wrong it's just that ultimately we're doing them for the same things as events from version 1 and when those things cease to be valuable or appealing to us we won't feel as gratified completing them that's often why once in a while games give us an entirely new content format to work with genshin doesn't everything they do as in within the same overall format ever since the game came out while this poses an entirely new concern of power and or feature creep developers keep things interesting by expanding on the game both in content and systems they go hand in hand if hypothetically Genji released an expansion that now allows characters to ascend to level 100 and unlock a second Elemental skill and makes it so the flagship event offers rewards that are necessary for ascending units from 90 to 100 and perhaps a new dungeon or boss to test the new skills that would make the event in question 8 000 times more worth doing because it plays into the new system expansion we are three years in and barring danger the combat has not been expanded upon in any way character progression has not been expanded upon no new weapons no new classes no new end game dungeons nothing new has been foundationally added to gentian impact making the repetitive monotony of the game feel even more noticeable point being there's not enough new stuff to ganshin to keep players interested and entertained the little stuff that is new only caters towards a fraction of the total demographic of players mihoyo puts a lot of thought and care to each version and each update but not only have they kind of gone in the wrong direction with that care but the base game feels very much the same now as it did when it first came out it's just that there are more characters and more areas that's about it that doesn't make for a very convincing reason for players to keep playing the game if it's more of the same general stuff that's what it meant by the game ball changing a lot yet not changing at all anyways the video is getting kind of long so I'll conclude my discussion here I think the game has come a long way since 2020 intensive characters World building and the range of activities there is to do in a broader sense but I myself feel like the game is heavily overdue for some kind of big crazy system suspension the novelty of Fontaine will definitely draw players back into the game but a version 4 ends up being a repeat of three and two we're gonna have the same eventual outcome where once the archon quest is complete and the region is fully unlocked players will burnout from the game and quit again during the spring and summer or possibly even earlier for them to maintain player of attention they have to really make 4.4 to 4.8 more interesting by enjoy new systems or more balanced events that cater towards every type of player ideally both what do you guys think do you agree with my assessment of what is burned against Nevada Mount or do you think it's something else entirely let me know in the comments down below as always if you enjoyed the video I'd appreciate it if you love to like And subscribe don't forget to follow me on Twitter at vars ferm join my Discord server and check out my other discussion videos if you haven't yet but for now thanks so much for watching and I look forward to seeing you again soon take care foreign [Music] [Applause] [Music] [Applause] [Music]
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Channel: Vars II
Views: 132,537
Rating: undefined out of 5
Keywords: genshin, genshin impact, vars genshin impact, genshin why no one plays, genshin impact gameplay, genshin discussion, genshin impact analysis, mihoyo, hoyoverse, genshin burnout, burnout, genshin impact burnout, genshin impact quitting, genshin impact quit, genshin impact player burnout, genshin impact 4.0, genshin 4.0, genshin impact dying, genshin dying, is genshin dying, is genshin boring, is genshin worth playing 2023, genshin fontaine, genshin impact version 4
Id: cZQwOkB209g
Channel Id: undefined
Length: 15min 6sec (906 seconds)
Published: Sat Aug 12 2023
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