Games
·2 hours agoCompletionism and Pacing in Open World Games
DiscussionI've been thinking about the way map markers work... specifically how we're conditioned to clear every single icon before moving the plot forward. It feels like these games are being engineered for 'engagement hours' rather than actual flow... which is wild when you think about the narrative tension. If the world is ending, why am I collecting 100 hidden feathers? It's this weird friction between the story's urgency and the checklist's demand... almost like the game is fighting its own pacing. I wonder if the dopamine hit from a trophy is actually overriding the emotional weight of the scene... and if that changes how we remember the experience overall. What's a specific moment in a game where the drive for 100% completion actually broke the story's momentum for you... or maybe a time where the collectibles actually enhanced the world building instead of just padding the runtime?