Three Computer Games for People who Don’t Play Computer Games

games
puzzles
stories
bank holidays
Author

Jon Minton

Published

May 5, 2025

It’s a Bank Holiday. In my last few jobs - in the NHS, and in academia - Bank Holidays weren’t taken off by default. But in my current job Bank Holidays are holidays, though for my partner Bank Holidays are not. So, when we’re working differenet days, what better use of a free day than to bury oneself in a good game? Today I’ve mostly been playing a new game called The Blue Prince, which by no coincidence is a homophone on ‘blueprints’.

Many people don’t like computer games, both for good and bad reasons. Potentially good reasons include: the clear opportunity cost, the potential for motivation and energies that could be diverted more ‘productively’ to be instead vied to the mere shifting of electrons1; the predatory practices involved in profiting from many modern games, and in some cases their blending into gambling mechanics, especially mobile games; their contribution to snacking and physical activity2; the thematic preoccupation with violent power fantasies in many games. Some bad reasons include: the presumption that gaming develops no transferrable skills, and that gamers are mentally inactive; and that violent games lead to violent behaviour.

Amongst non-gamers, some of the above arguments can be shields, psychological defences against the lurking awareness that, if they were to start playing most games, they would likely be terrible at them, unable to know how to jump, move, interact with items, react quickly enough to events, and so on, and so would feel humiliated. So rather than risk facing humiliation, they denegrate an activity worth billions of dollars, and that entertains and brings a sense of joy and meaning to hundreds of millions of people.

The barriers to entry are genuine, however, and as games become faster and - in some ways - more sophisticated, they lead to the cultural divides between gamers and non-gamers only growing, to lived experiences and sources of joy and purpose becoming mutually incomprehensible.

Blue Prince, whose main ‘quest’ I managed to finish today, is one of just three games I can think of, from the last 20 or so years, that I can recommend wholeheartedly to non-gamers. Each of these three games is very different, but each presents a comprehensive, joyous and enriching experience to players, which crucially does not rely on the level of kinetic fluency, the ability to decode events and react very quickly - required to even tread water in the majority of games. So in an effort to bridge the New Two Cultures - the separation between gamers and non-gamers - here’s a brief overview of each of these three games:

So, three games I can recommend to non-gamers. Each accessible, each very different, each brilliant.

Footnotes

  1. Only a potentially good reason both because many forms of paid employment are, viewed from enough distance, also ‘just’ involve shifting electrons; and because similar opportunity costs are also present in many other, non-gaming and non-electronic hobbies, such as stamp collecting or going for hikes.↩︎

  2. Again, not necessarily different to many desk jobs, especially those that are fully remote.↩︎

  3. The name for games that are somewhat random in this way, in effect procedurally generated, is roguelike. For those of a certain age and background, a good shortcut for understanding The Blue Prince is Roguelike Myst.↩︎

  4. And to the extent the protagonist can effectively die of shame, embarassment and harm can be one and the same.↩︎

  5. Though nongamers over the age of fifty might assume the most harmful aspect of games might be moral corruption due to interactive portrayals of violence criminality, I think a much stronger case is the introduction of fremium mobile phone games, in which an initially ‘free’ game uses full-scale psychological warfare to effectively ‘trick’ gamers into ploughing hundreds of pounds, micropayment by micropayment, into games seldom worth more than ten pounds. Unfortunately these highly predatory and dangerous games are likely to look amongst the least objectionable and harmful, and are often marketed towards children. When did the Fremium Turn begin? Sometimes between 2009, when Plants vs Zombies was released, and 2013, when Plants vs Zombies 2 was released. Whereas PvZ was for home PCs, so players had to make a conscious and sustained decision to play it, PvZ was mobile only, making it much easier to start a game almost without realising it. And where as PvZ cost a fixed price, and game with a lot of content, PvZ 2 starts nominally ‘free’, but after a few hours of play pesters players with adverts to new characters and areas, each time ‘just’ costing a pound or two. If the player doesn’t part with real cash, the game then intentionally becomes tedious and bad until they change their mind. Between 2009 and 2013, between PvZ and PvZ2, the gaming industry’s moral compass got replaced with a legion of barbed iphone apps.↩︎