| ▲ | nottorp 4 days ago | ||||||||||||||||||||||||||||||||||
It really depends on the loop, but modern games try their damnedest to ruin the experience. Number one is of course "free" games, where the loop is infinite and designed for you to give in and get IAPs to accelerate it. But the problem is older than that. I kind of blame it on a generation of designers that spent a lot of time in world of warcraft and its successors and somehow decided having a slow grind is acceptable in single player games as well. | |||||||||||||||||||||||||||||||||||
| ▲ | throwanem 4 days ago | parent | next [-] | ||||||||||||||||||||||||||||||||||
World of Warcraft damaged lots of people. My own circle saw a couple of casualties - jobs lost, marriages failed, promising professional careers left by the wayside, all for the sake of more time with that grind. The fellow I knew who hit it huge in EVE Online was a casualty of another kind. But then, I did know him before, and he really was always pretty much that way. | |||||||||||||||||||||||||||||||||||
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| ▲ | tayo42 4 days ago | parent | prev [-] | ||||||||||||||||||||||||||||||||||
Pokémon was a slow grind and popular. Diablo was a grind too | |||||||||||||||||||||||||||||||||||
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