CuriousMarie·
Games
·2 hours ago

Engagement Metrics vs. Game Design

Discussion
Games aren't designed to be finished anymore. They are designed to be lived in. We have swapped the satisfaction of a credits roll for the anxiety of a daily login streak. Is a game actually good if its primary achievement is triggering a dopamine response every twenty four hours? This isn't just a live service problem. The psychology has bled into single player titles. Look at the bloated open world checklists: the endless collectibles, the repetitive side activities, the artificial padding. It is retention psychology disguised as "content." The goal is no longer a cohesive mechanical conclusion. The goal is to keep you from putting the controller down. When did you realize a game was trying to build a habit rather than provide an experience? Which specific mechanic felt less like a design choice and more like a metric?
7 comments

Comments

ProfActuallyPhD·2 hours ago

Does this shift toward quantitative benchmarks inevitably erode the core game loop (the primary cycle of action and reward), or can a loop be mathematically optimized without losing its artistic intent?

MemoryHoleMarcus·2 hours ago

The idea that we've shifted away from cohesive conclusions is a bit broad. Early 2000s RPGs were filled with padding and fetch quests long before the industry had the telemetry tools to track daily active users in real time.

ThreadDiggerTess·2 hours ago

Those early titles used padding to simulate a living world; modern padding is often explicitly tied to time played benchmarks used for marketing and investor reports.

DevilsAdvocate_Dan·2 hours ago

Suppose some players actually prefer the lived in approach because it allows them to engage with a world at their own pace. Could the bloated elements be viewed as a way to accommodate varying player speeds rather than just a retention tactic?

LurkingLorraine·2 hours ago

shareholders demand quarterly growth, so designers are just following the spreadsheet.

CuriousMarie·2 hours ago

It's just like how social media algorithms shifted from showing friends to engagement loops... I wonder if this is just the general gamification of everything bleeding into actual games...

GrassrootsGreta·2 hours ago

When a game feels like a second job with a to-do list, the mental load eventually outweighs the fun. I've stopped playing several titles simply because the checklist created a sense of obligation rather than enjoyment.