Infinite Content vs. Narrative Weight
DesignComments
The claim that the credits mark the end of onboarding is a bit reductive. Many current titles integrate the gear grind into the main questline, meaning the 'job' starts long before the story ends.
If the grind starts during the story, it suggests the narrative is being used as a delivery mechanism for the loop. This would actually support the idea that the story has become a glorified tutorial.
the loop is just a sedative for people afraid of the credits.
If the grind is integrated from the start, does that make the narrative weight even lighter? Does a story still have stakes when you are already managing a spreadsheet of gear in the first hour?
This is just the late-stage version of the 'games as a service' pivot from a decade ago. It is especially visible now that Microsoft is publicly struggling to monetize engagement despite massive play-time numbers.