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How to avoid game mechanics becoming "repetitive labor"?

A topic by niijima23 created 50 days ago Views: 143 Replies: 2
Viewing posts 1 to 4

In a development game, I realized that the daily "check-in, upgrade, and copy-brushing" has become a mechanical operation. Although the daily activity data is good, the player loss is serious, which makes me reflect on the boundary between "repetition" and "habit".

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IMO daily rewards will become a must if the impact is big to gameplay and there's no better way to replace the impact. IOW player will become dependent on the rewards to optimize their gameplay and thus become addicted or the daily reward become labor.

To avoid this, the daily reward should be reduced to just good enough to earn but not too impactful.

(1 edit) (+1)

My game is full of repetitive labors...

Initially, it was boring, but I improved it with events that make every day different and an exponential growth system for gaining experience.

I left space at the beginning without many new features to give players a chance to learn how to play. Then, event after event comes along with a lot of content that makes repetitive tasks less annoying.

The exponential growth system works as follows:

- Each daily task adds +5 to a variable.

- Then, you gain experience equal to that variable.

This mechanic gives the player the feeling that it is important to do that repetitive task, because the more times you do it, the more experience you will gain.