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Destiny 2

Discuss all things Destiny 2.
8/6/2022 4:52:48 AM
15

What makes a game mode enjoyable?

Good game design

101

Loot

23

We play Destiny. We all know what we like and what we chase. I ask you to consider this. Name everything to yourself what makes a game mode successful. Some of you are more objective and some of you are more subjective. Want you to push those answers to the side and look at the poll. You have a choice between core gameplay systems and loot. I will put in spoilers what I believe should drive a game mode so I don't persuade a specific answer from you. [spoiler] I believe any game mode, if designed very well it shouldn't need loot to drive engagement. I understand that Destiny is a looter shooter but listen.. if you hate the activity then why are you forcing yourself to play it? Loot only drives you to play the activity just to receive the reward. Players typically do not return to the activity. If this is the case then perhaps bungee should look at fundamental core issues with the activity and change them to stimulate engagement and increase player retention. Think about it. What are we sending as a message, as a community, to bungie if we continually fund them and not show them what needs changing? [/spoiler]
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  • Edited by GetSpaghett: 8/6/2022 5:48:15 PM
    Over the past few years, I've been paying closer attention to game design and started developing my own philosophies regarding it. A game mode's success is a subjective matter, really. Are we talking about amount of player time involved or player enjoyment? Player enjoyment can increase time involved, but they are still separate terms. I personally believe that a player's enjoyment should come first and foremost. Focusing solely on keeping the player in longer can increase total time invested, but will leave the player feeling burnt out and much less likely to ever play that mode again until it's required for "x" reason. However, making the game mode more fun and enjoyable can entice players to return even if there's nothing to work towards. Even if it doesn't force as much time involved, it is healthier in the long run. You can see this in the example of classic games. What makes someone want to complete "y" SNES game 100% again for the 7th time? Usually because it's just fun. Now look at the forced time involvement. A player could be tasked with completing a different, less enjoyable game 100% 7 times over for a reward. If the game wasn't as enjoyable, then it's likely the player will be sick of it and never touch it again since there's no more reward, whereas the more enjoyable game will most likely have them eventually come back again even though there isn't a reward. Rewards are a powerful incentive to keep players engaged, but should never be the sole reason a player plays.

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