| ▲ | ericmcer 5 hours ago | |
Stardew Valley is a great example of this, and that more is not always better. Specifically he rolled out a "cave" system with procedural dungeon generation where players could mine through walls and other advanced systems, then undid all of it and ended with ~30 static layouts and very simplistic interactions. The entire game feels like a demonstration that simple, predictable and repeatable interactions with software have more longevity than cutting edge dynamic systems. | ||
| ▲ | Gigachad 42 minutes ago | parent [-] | |
Stardew is an example of the opposite though? The dev has been loading more and more content via updates for 10 years now. There's so much late game content that would take a very long time to play all of. People are waiting for the devs new game to come out but he is still working on Stardew. | ||