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Double check game design #8

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opened 2026年04月16日 15:27:18 +02:00 by SumianVoice · 1 comment
  • Will players continue playing after visiting every location and gaining every item?
    • Currently, no. With more bite sized activities though, it should work out more or less. There's also the idea of scaling encounters for groups, so that multiplayer or "challenge runs" are attractive.
  • Will players feel motivated to do trading?
    • No, right now it's just an obstacle.
  • What core activity is going to be the "look forward to" factor?
    • Dungeons, quests.
- Will players continue playing after visiting every location and gaining every item? - Currently, no. With more bite sized activities though, it should work out more or less. There's also the idea of scaling encounters for groups, so that multiplayer or "challenge runs" are attractive. - Will players feel motivated to do trading? - **No, right now it's just an obstacle.** - What core activity is going to be the "look forward to" factor? - Dungeons, quests.
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Priorities for further design:

  • Make as many activities "bite sized" as possible; you should be able to open the game and play for 30min and feel like you did something meaningful / enjoyable, a bit like playing a "match". This could be quests, dungeons etc. which have predictable time frames for completion and are themselves intrinsically enjoyable.
  • Remove all of the "do for sake of doing" features and replace with "do because it works / is fun" features. E.g. it's better that the player makes some item because making that item is fun and they can go sell it to a player who wants it, rather than because it gives XP for the next level up. How? Dunno.
Priorities for further design: - Make as many activities "bite sized" as possible; you should be able to open the game and play for 30min and feel like you did something meaningful / enjoyable, a bit like playing a "match". This could be quests, dungeons etc. which have predictable time frames for completion and are themselves intrinsically enjoyable. - Remove all of the "do for sake of doing" features and replace with "do because it works / is fun" features. E.g. it's better that the player makes some item because making that item is fun and they can go sell it to a player who wants it, rather than because it gives XP for the next level up. How? Dunno.
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