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by musicale 638 days ago
"Getting more with less: 6 high-yield design patterns for f2p games"

https://turbine.games/2020/04/22/getting-more-with-less-6-hi...

Basically the MMO playbook.

Unfortunately my brain actually thinks some of these things are "fun". (Spending/losing $1M in a game is probably not fun however.)

The whole blog is interesting reading, if you have a strong stomach.

1 comments

> Pokemon GO players spend hours, weeks, months happily repeating the same behaviors, over and over, without the need for additional content.

I honestly can't do it. This game is so shallow, I played it for two hours and felt like I've seen everything there is to see. Player's minds are incredibly different in the way they approach and consume media like that, including the willingness and ability to go through days of grinding for very small rewards.

> including the willingness and ability to go through days of grinding for very small rewards

when you put it that way, I feel like players of grindy f2p/mmo/etc. games could possibly be successful in embarking on grindy IRL activities like exercise programs, learning to play a musical instrument, studying for the bar exam, ...

I guess the trick would be to add randomized rewards and collectables to keep them (us?) hooked.

Ring Fit Adventure actually has a collectable aspect, as well as level grinding, component item farming, and non-uniform rewards. Leetcode and duolingo are gamified to a lesser degree, and I'm not sure it works as well, though maybe it doesn't need to. Duolingo's non-uniform gem rewards feel more annoying than exciting.