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how long does this remain fun?

Posted: Wed Jun 18, 2025 3:41 am
by Bappy10
With a number of necessary ingredients for games, the above examples are fine. Clear goals, check. Clear feedback, check (although sometimes with a delay of a day). Meaningful choices… that's where it goes wrong. If I want to win the game, I simply have to visit as many stations as possible or drive as few peak-hour kilometers as possible. A meaningful choice is not presented to me. So I can't really enjoy the fact that I chose the right strategy and thus won the game. Because to say that I feel very competent because I checked in at five stations today or worked from home… no. And all this has an effect on the replay value :


From: Pixels by Patrick Jean

It could all be a bit more gameful , which would make the game less superfi brother cell phone list cial and more satisfying. Enrich the game with elements such as:

Characters with different abilities that complement each other, forcing you to work together to access new parts of the game (like in Battlefield ).
Confrontations with other players in which you can lose power and energy units with which you can help a fellow player (like in World of Warcraft ).
Flags that you can take from the other team (like in Stratego ).
Locations that you can virtually destroy or build up (like in Settlers of Catan ).
Places that give you a power-up when you pass by (like in Mario Kart ).
Areas taken over by you or your team (as in FarmVille ).
Tasks that must be performed in a certain order to solve a puzzle (as in Myst ).