Bluetracker

Tracks Blizzard employees across various accounts.


Thinking about RPG systems a lot as you can imagine ✅Players feel rewarded for their time and efforts. It’s natural and fulfilling. ❌Players feel pressured and obligated to keep grinding at things they don’t enjoy. Leads to a ‘bad breakup’ when you realize what’s happening.

Thinking about RPG systems a lot as you can imagine ✅Players feel rewarded for their time and efforts. It’s natural and fulfilling. ❌Players feel pressured and obligated to keep grinding at things they don’t enjoy. Leads to a ‘bad breakup’ when you realize what’s happening.

  • MarkYetter

    Posted 3 years, 7 months ago (Source)
    Thinking about RPG systems a lot as you can imagine ✅Players feel rewarded for their time and efforts. It’s natural and fulfilling. ❌Players feel pressured and obligated to keep grinding at things they don’t enjoy. Leads to a ‘bad breakup’ when you realize what’s happening.
    • Iksar

      Posted 3 years, 7 months ago (Source)
      @MarkYetter I think these two goals aren’t unreasonable to achieve. The hard part (to me) is designing systems that maintain both goals over hundreds/thousands of hours of gameplay.
      • Iksar

        Posted 3 years, 7 months ago (Source)
        @MarkYetter Should you design systems that are compelling for 100 hours, have an end, and be okay that some players are going to consume that in a week? Should you design systems with near-infinite progression so everyone always has something to progress towards regardless of time played?
        • Iksar

          Posted 3 years, 7 months ago (Source)
          @MarkYetter I feel like sometimes we strive so hard to make infinite feeling systems to avoid players finishing and having nothing to do. Infinite systems are just so hard to make compelling. Hard problem obviously :)



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