I read about the game loop of EM8ER, but I missed somethings that I saw in other games that ended up to ruin those games even if they have a closed game loop.
In many recent games, especially F2P, players can easily see the game loop, players do X thing to get Y things, to do XX things to get YY things…, the problem I see in those games is the motivation for the game loop. Even if the X thing is fun, doing it over and over and over… becomes soon or later annoying, when asked to some game DEVS from those games, they say (especially in PVP games like MOBA, BATTLE ROYAL, team-based shooters…): “the game is usually different from match to match because players will play with different players and against different players”. I agree to a certain small point but disagree on the rest, because things like guilds (or other community driven content to make players working together for a common goal), some variety in content… that can extend a lot the “fun factor” while reducing the “annoying factor”, where DEVS say: “doing those kind of things are expensive and consume a lot of resources”, so they just make more of the same until the player base shrinks to a very specific player base, and if that is enough to pay the bills of the game it’s everything fine, if not they just try something “a little different” before shutting down the game, that in most of the cases is too late.
So, what I want to say is that the game loop is important BUT is also important the fun factor and how the game company want to deliver that to players, what they want to do and what they don’t want to do, so players can see better if they want to spend time playing that game or not, AND if the game company want to “evolve” the game later with new kinds of playable content or not, because unfortunately I still see a lot of games that after some years after launch they still have exactly the same kind of playable content, just added more of the same.
What do you think about this and about Em8er?
In many recent games, especially F2P, players can easily see the game loop, players do X thing to get Y things, to do XX things to get YY things…, the problem I see in those games is the motivation for the game loop. Even if the X thing is fun, doing it over and over and over… becomes soon or later annoying, when asked to some game DEVS from those games, they say (especially in PVP games like MOBA, BATTLE ROYAL, team-based shooters…): “the game is usually different from match to match because players will play with different players and against different players”. I agree to a certain small point but disagree on the rest, because things like guilds (or other community driven content to make players working together for a common goal), some variety in content… that can extend a lot the “fun factor” while reducing the “annoying factor”, where DEVS say: “doing those kind of things are expensive and consume a lot of resources”, so they just make more of the same until the player base shrinks to a very specific player base, and if that is enough to pay the bills of the game it’s everything fine, if not they just try something “a little different” before shutting down the game, that in most of the cases is too late.
So, what I want to say is that the game loop is important BUT is also important the fun factor and how the game company want to deliver that to players, what they want to do and what they don’t want to do, so players can see better if they want to spend time playing that game or not, AND if the game company want to “evolve” the game later with new kinds of playable content or not, because unfortunately I still see a lot of games that after some years after launch they still have exactly the same kind of playable content, just added more of the same.
What do you think about this and about Em8er?