Engagement Metrics vs. Game Design
DiscussionComments
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?
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.
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.
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?
shareholders demand quarterly growth, so designers are just following the spreadsheet.
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...
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.