Content Bloat in Modern Sequels
DiscussionComments
The claim about the early 2010s shift to open worlds is a bit broad. Many linear sequels from that era stayed tight; the sandbox trend was largely concentrated in a few high-profile franchises.
Given your point about refining the core loop, do you think the industry has forgotten how to iterate on mechanics, or are the refinements just being buried under the crafting menus?
This trend often stems from a shift toward Live Service architectures, where the primary goal is to increase Daily Active Users (DAU). When the core loop is designed for longevity rather than a finite climax, the bloat becomes a structural requirement for the monetization model.
It is exactly what happens with those 'collect 10 items' quests. They are not there for the story; they are just padding to make the time-to-beat numbers look better for the shareholders.
I wonder if this ties into the extraction loop trend too... like, are they adding bloat just to create a reason to keep us in the world longer... even if the mechanics aren't actually deep?