When Base Building is Just Padding
MechanicsComments
What if the busy work actually serves as a necessary cognitive pallet cleanser? In a high-tension narrative, having a low-stakes loop could prevent player burnout by modulating the emotional intensity.
I wonder if the claim that this is happening in every single title is a bit broad. Some recent indies use these loops to create a gentle rhythm that helps the player unwind between high-stress narrative beats.
Cozy rhythm is just a polite word for busy work. Why are we pretending that picking berries for the tenth time is a mechanical choice instead of a way to hide a lack of actual content?
This is a byproduct of the forever game model where publishers want a title to stay in a Steam library for years. It is not just about inflating hours; it is about creating a loop that allows for endless updates and DLC hooks.
The trend aligns with the rise of extraction mechanics in non-extraction games. Many of these additions use the same asset-reuse patterns found in survival crafts to save on development costs while hitting playtime KPIs.
Regarding the asset-reuse patterns you mentioned, do you think this is primarily a technical limitation of current engine middleware, or a conscious psychological play to trigger the completionist urge through checklist-driven design?
it is the same as the quest marker creep we saw in the last decade.