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Do most games fail to explore adulthood—and is that why so many stories end at ‘saving the world’ instead of living in it?

pauljeremiah

Gold Member
Lately, I've been reflecting on how many games focus on escalation, apocalyptic scenarios, or world-saving stakes. Still, very few seem interested in what happens afterwards—or even in the quieter realities of adulthood.

By adulthood, I don't just mean age, but responsibility, compromise, repetition, emotional residue, relationships that don't resolve neatly, and lives shaped less by destiny than by accumulation. Games are excellent at simulating systems, labour, traversal, and optimisation—yet strangely hesitant to explore themes like maintenance, regret, care, or the slow erosion and rebuilding of meaning.

Is that because "saving the world" is a more straightforward, more dramatic conclusion than "living in it"? Or because interactivity struggles with stories that don't rely on escalation and mastery?

There are exceptions—games that hint at aftermath, routine, grief, or responsibility—but they remain rare and are often seen as niche or "boring." Which prompts the question: is this a limitation of the medium, a market issue, or a creative blind spot?

Interested in whether people believe games can genuinely explore adulthood—or if the medium is inherently biased towards ongoing adolescence and heroic conclusions.
 
It's not just games, anime too.

Frieren: Beyond Journey's End addresses this directly. It literally takes place after the main quest is over. Some games perhaps explore this I would think….cant think of any…
 
Harvest Moon 64 is more adult than The Last of Us, and was dealing with very adult themes.

Get up, check the weather, go to work, run your ass off all day and maybe have 30 min to socialize but most of the time you just skip it. Work through holidays, overtime, etc. House maintenance. Pets, marriage, kids.
 
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Harvest Moon 64 is more adult than The Last of Us, and was dealing with very adult themes.

Get up, check the weather, go to work, run your ass off all day and maybe have 30 min to socialize but most of the time you just skip it. Work through holidays, overtime, etc. House maintenance. Pets, marriage, kids.

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Why the fuck would I want to live real life in games? Theres certain sims for that if you want living your adulthood in games, but I prefer stories where I can escape adulthood, be a hero like Shepard, or Doom guy, save the world the end. I dont want to see them taking a shit.
 
Why the fuck would I want to live real life in games? Theres certain sims for that if you want living your adulthood in games, but I prefer stories where I can escape adulthood, be a hero like Shepard, or Doom guy, save the world the end. I dont want to see them taking a shit.
Okay now I want to see Doom Guy taking a shit.
 
I weirdly enjoyed taking care of the kid in Heavy Rain. It was just for an in-game afternoon and it involves the most daily daily activities ever, but it made me feel responsible.
 
I prefer games and films, TV etc that have stories in the world instead of saving the world over and over again, they are more immersive and interesting and different, the amount of times the world needs saving in Marvel and DR Who and others, you think why bother, it's only going to happen next week or month again.
 
Something I enjoyed about Thief is that while the stakes were getting higher and shit was starting to hit the fan, all the protag was worried about was to make enough to pay rent. Very realistic scenario if you think about it.
 
There are games that become repetitive having completed the fun game part. It's often those who claim to have more missions to "live in the world" with 'radiant' quests. Some enjoy that, but most don't. when the main game is completed they drop the game.
 
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If i want to live in the world.. i would LIVE in the world (something that we are already doing, by the way), not play something to pretend something im already living, for god's sake!
 
I live in the world all day every day. I play games to experience something different and to experience escapism from my day to day life. Why would I want to experience that in a video game?
 
You need to expand your gaming horizons a bit, there's all types of games from life simulation, to management games where you are running businesses.

Even save the world power fantasy games like Last of Us, Witcher 3, and God Of War show the trials of parenthood, relationship issues, and scraping by against what life throws at you.

Sure games about getting a loser adult man child are more niche. But they already hate their own lives. Why would most people want to play that?
 
Adult hood sucks and that is why I refuse to participate in 90% of it. I don't need games that are overwhelmed by it, and most games have at least a bit of responsibility and relationship building.

#youngforever #teamTopher
 
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As others have said, there is an element of escapism that is intrinsic to the medium. You can certainly have a strong human element embedded in those experiences, but outside of the "daily grind" type indies, video games will have a strong tendency to lean towards the fantastical.

Where they sometimes go astray is when they leave the human element behind in pursuit of that larger-than-life experience. JRPGs are often guilty of this: the story may start with more down-to-earth storytelling for the purposes of world building, but sooner or later some apocalyptic threat will emerge that pushes it out of the way. Tales of Vesperia is the game I always think of when it comes to this. The first half of the story delves into a lot of relatable human drama: class warfare, personal honor and responsibility, social justice, vigilantism, and so on. But then the story pivots to focus on the more supernatural aspects of its setting, and it isn't nearly as compelling.
 
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Adult hood sucks and that is why I refuse to participate in 90% of it. I don't need games that are overwhelmed by it, and most games have at least a bit of responsibility and relationship building.

#youngforever #teamTopher

Maturity is overrated.

Me, every time some one says I'm not acting my age:

napoleon dynamite yes GIF
 
Farming Simulator 2025 and you are set, OP!

This reminded me of old German gaming meme.

OoXtlZl.jpg
I personally know a big burly guy who is a farm hand and lives on a ranch. He bought a PC only to play Farming Simulator on it.
More funny is that he doesn't use the pc for anything else, all his internet usage is on his phone lol.
 
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There are many games that do this, but I am not usually drawn to them. I also prefer games (and media in general) to take place in a different setting or circumstances, anything far different from real life because I don't find it interesting.
 
I'll echo everyone who's arguing that games are meant to be an escape. I'll also drop any game that starts feeling like a second job. My leisure time is limited, so I either want to spend it doing something I actually enjoy or at least can enjoy with others. It's not about difficulty (though there is a limit) but about feeling like my time is being wasted rather than spent.

It's why I can't stand a poorly written wannabe indie film story soaking up playtime. It's also why I dislike subscriptions, season passes, or other FOMO driven tactics trying to "engage" me long after the actual fun has worn off.

Back to the point: unless your adult story has compelling characters with interesting relationship dynamics, why would I want to play through that? I get enough monotony at work, and I actually like my job.
 
To be honest... games (and other mediums or works or arts) are not solely for escapism. I think a more realistic take is that they are models of idealism.

Viktor Frankl was a survivor of concentration camps during WW2. LISTEN to his point on idealists and realists!!"


He makes it clear that its ALWAYS important to be an idealist... and I think this applies to the fantastical settings/plots of video games.
"If we take man as he is, we make him worse. If we take man for what he SHOULD be, we make him capable of becoming what he CAN be." -- (Frankl quoting Goethe)

If we were to give up that spark... and trade it for a hard simulation of what already IS (what you're implying is preferred)... then there would be a decay. "Realism" in this form would actually betray us. These fantastic dreams of saving a world might be saving the world.

Lastly... I would never say that our world isn't in danger... and that our world is not in a state of needing-saving. We might not all be heroes... but people in general leaning towards being a hero is very important to maintain a world with heroes at all.
 
It's not just games, anime too.

Frieren: Beyond Journey's End addresses this directly. It literally takes place after the main quest is over. Some games perhaps explore this I would think….cant think of any…
You should watch more slice of life then. There are tons of series that are about just living in the world.
 
It's not just games, anime too.

Frieren: Beyond Journey's End addresses this directly. It literally takes place after the main quest is over. Some games perhaps explore this I would think….cant think of any…

Frieren is probably one of the best shows I've seen in a while, anime or not. It walks the line perfectly between introspection and engagement. Honestly, the writing in it was so so good.
 
yet strangely hesitant to explore themes like maintenance, regret, care, or the slow erosion and rebuilding of meaning.
I'll just say this, it's that the game mechanics that come natural to those themes usually do involve some kind of maintenance systems or simulation. Often enough the gaming audience will say it "feels like work", doesn't have enough action or immediate numeric progression rewards.

Even just the maintenance mechanics in The Alters I've seen people complain about, and that has nothing on stuff like Europa Universalis that lets you explore a fun of ton themes.

Is that because "saving the world" is a more straightforward, more dramatic conclusion than "living in it"? Or because interactivity struggles with stories that don't rely on escalation and mastery?
Pretty much. It's more straightforward, the stakes are higher, it makes the player feel at the center of everything, if your life isn't amazing you get to be the hero of your own story, and if you lack purpose the hero's journey gives you that more overtly because you're saving the world. People often go to entertainment to escape and relax, so they crave over the top fantasy vs more routine life.

I do think survival games have tapped into some formulas that could work with some of those narrative themes you're talking about, and smaller budget games can still find their audience. AI being able to procedurally react to people may also open cool possibilities, just hard-code in certain narrative arcs to happen no matter what, etc. VR if it could ever take off also could do this better, because the controls you get where you can more tangibly pick up and interact with objects/people could also make more mundane gameplay compelling...just need to solve motion sickness + cost issue.
 
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there's plenty of low budget work sims and such on steam now. Yet still makes it tolerable because it speeds up all the cooking/cleaning. cause cleaning the pots and pans for an hour IRL is actually annoying and boring. Divorce SIM and Paying Bills and Taxes isn't what people want
 
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That depends on your definition of Adulthood. If you want routines and illusion of accomplishment on a daily or weekly basis have you tried the modern MMO or a plethora of mobile games?
 
Lately, I've been reflecting on how many games focus on escalation, apocalyptic scenarios, or world-saving stakes. Still, very few seem interested in what happens afterwards—or even in the quieter realities of adulthood
Story telling in general. Not just games. Who wants to escape from their mundane life into a mundane fantasy anyways?
 
There are games that have real adult life situations in them that can have an impact.

Silent Hill 2 and how it deals with situations that have no solutions and only 1 outcome, but which way you reach the outcome is the only thing you can try to work with, but ultimately it will be extremely painful regardless. Do you let your loved one suffer and die a slow painful death or give mercy and end it sooner?

Another recent game, while wrapped inside a game world is Clair Obscure and how the lose of a loved 1 can destroy a family, create a life of not accepting reality, and then others suffer by not being able to help you

I am trying to think of games that aren't just adulthood = depression, but all I can think of are games like Max Payne or Heavy Rain (in some of the stories).
 
I know OP said it, but that sounds really boring. Like something people who play PowerWash Simu, Car Mechanic Simu, Lawnmower Simu or cafe management games would enjoy. I guess I don't care that much since I can just not play them, unless they start bleeding into actually interesting games.
 
To be honest... games (and other mediums or works or arts) are not solely for escapism. I think a more realistic take is that they are models of idealism.

Viktor Frankl was a survivor of concentration camps during WW2. LISTEN to his point on idealists and realists!!"


He makes it clear that its ALWAYS important to be an idealist... and I think this applies to the fantastical settings/plots of video games.
"If we take man as he is, we make him worse. If we take man for what he SHOULD be, we make him capable of becoming what he CAN be." -- (Frankl quoting Goethe)

If we were to give up that spark... and trade it for a hard simulation of what already IS (what you're implying is preferred)... then there would be a decay. "Realism" in this form would actually betray us. These fantastic dreams of saving a world might be saving the world.

Lastly... I would never say that our world isn't in danger... and that our world is not in a state of needing-saving. We might not all be heroes... but people in general leaning towards being a hero is very important to maintain a world with heroes at all.

Not sure if watching movies and playing games will stop wars and poverty.
 
What usually draws me to a game is if it is really bonkers. Gritty stuff seems to turn me off.

Crime dramas annoy the hell out of me.
 
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Huh. Good observation there.

If there is a widespread phenomenon of people holding onto childhood for longer, which I believe is the case, that could also explain things like superhero movies, disney adults. Possibly the popularity of games in general with older demographic, though that has the factor of it being a relatively new form of entertainment. Even more recent if we look at games aimed at adults after being marketed as toys for a long time.
 
Not sure if watching movies and playing games will stop wars and poverty.
Who said you need to apply the principle to those things specifically?
You aim for idealism... you land up where you can actually be.
You aim for realism... you land up worse than where you could be.

Reality already naturally draws you back down... like cross winds when flying a plane...
If winds are blowing south... you don't aim the plane where you need to go... you aim north of where you need to go...

In video games / movies / art / STORIES ... why aim for only realism or anti-fantasy?
Why kill off the dream of saving the world?
Even if it doesn't match the actual outcomes in reality... I guarantee people will be small heroes in their own circles...

Small wins because of the big dreams... Zero wins because of small dreams...
 
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