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It is one of those quick dopamine generator mechanics where you feel like you are always making progress / getting rewarded no matter how mundane or mediocre th
by 10xDev 3y ago
It is one of those quick dopamine generator mechanics where you feel like you are always making progress / getting rewarded no matter how mundane or mediocre the content really is.
- xyzzy_plugh 3y agoI think this is on the money but it's more than that. It's a way to make progress incremental, which broadens the audience without punishing loyal devotees. Think about older games where you could get stuck for hours at a time and make no progress. Many people shelve the game when that happens (even post Internet when you can just look it up!). Instead I can hop on these games and punch trees for 20 minutes and take a break. Progress was made! In more narrative heavy games it fills the space while you figure out what's next. Take BotW. You're right about dopamine. Good gameplay design keeps the player engaged with a short but recurring gameplay loops. If the loops is too long or too short, or too frequent or infrequent, it doesn't work. Finding the balance -- especially when there are potentially many loops interacting -- is the key. Tetris, Pac-Man, Mario, Street Fighter, Minecraft, Halo, Fortnite, Palworld -- all nail this. There's a tempo and a rhythm to the game, you experience highs and lows without bottoming out (getting bored) or overflowing (burning out).
- 10xDev 3y agoWe are generally on the same page but I don't necessarily agree that it is "good" game design even if it is successful at least as someone who looks for richer experiences in games than quick and recurrent rewards.