A slow game (or is someone has a better name please do tell!) is a multiplayer game where you get some action points every day (or twice a day), that you spend on walking around and usually fighting monsters a la CRPG.

Played in a browser those games took like 5 minutes a day to play and were quite popular in the early 2000. Obviously people spent more time setting up groups going hunting or fulfilling some quest, often for weeks and weeks…

Have you played one of would you try one out?

  • I’ve never liked this mechanic/style game.

    If the game is good, I’ll probably wanna play more than a few rounds every 24+ hours and limiting how much I can play it would not incentivise me to play it every day; it would make me look for a similar game that lets me play it however long I want.

  • FUCKING_CUNO@lemmy.dbzer0.com
    link
    fedilink
    arrow-up
    19
    ·
    2 days ago

    Not quite the same, but I fondly remember PBEM (Play By E-mail) games. When you found one, you emailed the admin with a request to join and a character profile. If accepted, they’d add your character bio to the website. Once part of the game, you can “attack” other characters, which basically meant emailing the game admin and requesting a battle. Then, the writers (who were often volunteer players) would jot up a short story, detailing your battle with the other player.

    Sounds pretty corny by today’s standards but I had a lot of fun. Plus they were often themed on DBZ and Gundam and shit.

    • matsdis@piefed.social
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 day ago

      Reminds me of the text-based role-playing heavy MUDs, where the players did their “pose” (a short paragraph describing what their character does) and you wait for 5 minutes while the other player(s) describe their move in return, often also adding a bit environment description. Some of the better player’s logfiles were basically prose you could almost publish. (Example: SpheresMUX)

      Also, you got to like the name they came up with: it’s a MUSH (multi-user shared hullicination).

    • Rhynoplaz@lemmy.world
      link
      fedilink
      arrow-up
      6
      ·
      1 day ago

      I was part of a PBEM D&D game in college. I’m pretty sure it took us a while semester to accomplish absolutely nothing! But I had fun.

  • Pamasich@kbin.earth
    link
    fedilink
    arrow-up
    3
    ·
    1 day ago

    I tried playing some MyHordes a while ago, the community-owned successor to Motion Twin’s old Die2Nite (english name) collaborative zombie survival browser game. A bunch of players try to survive as many days as possible through a zombie apocalypse, searching the wasteland for supplies, and building up their defenses, while taking care of their needs.

    I loved the game back when I would play it constantly, and I still love it today, but I just don’t have the time anymore. The AP system might seem like it makes the game quick, but the collaborative aspect means you have to talk to your fellow survivors, strategize, coordinate, communicate… for which I’m just not free enough.

    I don’t think I can see myself enjoy a singleplayer or competitve game like this. With the AP mechanic I mean. I’ve tried a few other games back in the day which used it, but it’s always felt like too much of a limitation. An obstacle to actually having fun with the game. Die2Nite was the only exception, because it kept you busy otherwise throughout the day and turned the AP into an actual dynamic resource mechanic you had to strategize with, not just a limiter.

  • Bluegrass_Addict@lemmy.ca
    link
    fedilink
    arrow-up
    9
    ·
    1 day ago

    I wouldn’t. I despise artificial time limits in a game just because… there’s no point other then to put in paywalls for extort money from the players

    • Valmond@lemmy.worldOP
      link
      fedilink
      arrow-up
      3
      ·
      1 day ago

      I understand the urge, but those games were not pay to play. Making each action quite important, like if you die in battle you might have to walk for two weeks to catch up with your group, or if a teleporter helped you out you could get there in 3…

  • pyrinix@kbin.melroy.org
    link
    fedilink
    arrow-up
    2
    ·
    1 day ago

    That’s why I don’t ever play MMORPGs or multiplayer games of that type. There’s slow and then there’s agonizing slow to where it is insulting my time and no game like that should ever be made.

    I’ve started a new game on Stardew Valley and that’s at a moderate pace. I’m using a cheat to control the time so I can do everything I’d like to do in a day, then resume and move on to the next day.

  • CarnivorousCouch@lemmy.world
    link
    fedilink
    arrow-up
    5
    ·
    1 day ago

    Does Urban Dead count? I loved Urban Dead for a few years.

    I also played something called the Most Wanted Game, which was a mafia/mob themed game where you could form gang coalitions with others and raid adversaries. I think this concept kind of changed into Mafia Wars on Facebook or Clash of Clans as technology progressed and the social proliferation of the Internet continued. (I could be wrong on that, I never played and Facebook games besides Words with Friends, and have never played Clash of Clans - I just assumed they were both different kinds of successors).

    • everett@lemmy.ml
      link
      fedilink
      arrow-up
      3
      ·
      1 day ago

      Urban Dead was what came to mind for me too! That was going to be my rebuttal to the comments saying “The only reason to limit stuff is paywall.” Kids these days can’t imagine life in the Internet’s “make some shit just because it’s cool — if it gets too popular we’ll sell t-shirts” era.

  • Endymion_Mallorn@kbin.melroy.org
    link
    fedilink
    arrow-up
    7
    ·
    1 day ago

    That’s what started the modern era of microtransactions - limited energy systems that don’t replenish quickly, and games without always-accessible gameplay.

    • Valmond@lemmy.worldOP
      link
      fedilink
      arrow-up
      1
      ·
      1 day ago

      Except that’s a dark pattern, taking away the “fun” and letting you have it if you pay. Those games were slow, no way around it. Quite the opposite IMO.

      You’d also spend too much time on forums, planning the next excursion and so on.

  • Ziggurat@jlai.lu
    link
    fedilink
    arrow-up
    2
    ·
    1 day ago

    Sometimes, I want to retry Stellar Crisis, at least for it’s historical value But feel like the era of small pb(e)m and similar is over.

    Still consider trying the de profundis rpg, but it’s more a weird object on my gameshelves than an actual game

  • THE_GR8_MIKE@lemmy.world
    link
    fedilink
    English
    arrow-up
    3
    ·
    1 day ago

    The only game like this I really play is Pokémon Trading Card Game Pocket. I refuse to pay real money, so I get two packs a day. It’s good for a 15 minute burst of… not quite dopamine, and then you’re off.

    Similarly, Pokémon Quest is a game that falls exactly into this category with a charge system that depletes after every short level and reacharges once per hour, to a max of 5 in the beginning. I played it when new and then just recently went back and played it quite heavily, again. That is until I accidently undid something that took me a week of RNG to get, so I quit.

    Generally, I hate the mobile game charge system, though. At that point, I’d rather just pay for a full version. And paying for charges is not the same thing.

    • Valmond@lemmy.worldOP
      link
      fedilink
      arrow-up
      2
      ·
      18 hours ago

      Yeah the dark pattern (ability to pay for “fun” / no “fun” if you don’t pay) is so bullshit. Usually they build the whole game around it too, like in your example.