• BlanketsWithSmallpox
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    10 months ago

    Isn’t it less fun and more preying on the addictive aspects of gaming?

    It’s kinda like life Sims, ala Harvest Moon. Give just enough time to finish out your day. Extend the need to progress by fluffing out interactions. Make there be lots of little progression increments.

    It’s less good game and more preying on dopamine routines. https://m.youtube.com/watch?v=1Yb5CINrC5E I get games have similar feel good spikes. Like loot/number simulators which are mostly idle games with more effort for how easy they are. But min/Max Effiency games like many games that have day/night stamina cycles are just keying in on that dopamine rush on a filled day, which doesn’t feel different than loot box games in the end. My time at Sandrock was my last one that felt great for a bit then you realize so much is pointless fluff gated by time dumps for no reason than to increase their playtime metrics.