[TL:DR] I am currently working on an untitled project. It's a dungeon crawling top-down shooter with procedural weapons. At first I dismissed the idea of making the game infinite when my co-developer brought it up. There were so many bugs already, if we made it infinite, well the number would increase significantly. Buuut, curiosity got the better of me, and I realized the step into infinity was a few hundred lines of code, and nothing more. I now have a build you could technically play forever, though when you get to a few thousand rooms, your frame-rate will steadily decline to unplayable levels. It got me thinking: "Is this a good game design choice? Does it add anything of merit?".
I haven't answered those questions just yet so feel free to discuss them, but I have come to a few realisations. In writing, there is a rule, never take more than you give. If a reader is super invested in a character, and you kill that character, you must provide some reward, or catharsis to the reader that is equal to or greater than that loss. In games, our catharsis doesn't have to be a single moment, it could be, but it could also be spread throughout the entire game. In my game, there are a few rewarding things in the current build. (Quick definition), for something to be rewarding, it must make the player feel better, even if slightly, than they felt the moment before. The simplest reward in the game is surprisingly cosmetic. Blood. There's lots of blood. It sprays bloody particles across the scene when you kill an enemy, leaving a deep crimson splatter where it died, sticking to walls and columns, it's fun blood. The second reward is impact. When you fire a high-level shotgun, it throws you back five feet, sending a column of fire and black smoke in front of you as the massive sound rips through your headphones. The third reward is something oddly specific, trickshots. The sniper rifle in the game fires a bullet that ricochets like a pool ball. Many a time have I lined up a shot through a door on a lone rocket-bot, only to have the bullet ricochet around the room, killing every single enemy it contained. Or when I deliberately bounced a bullet off a wall, it striking a spider, knocking it down to half health, killing three space crabs and two rocket-bots afterward- you get my point. I think it's also safe to say that when something is difficult in a game, surmounting that difficulty can be a catharsis in and of itself. But there is a delicate balance, some players play Volgarr The Viking for hundreds of hours, failing thousands of times until is is beaten, and feel great about it. Other players simply die ten times and get their refund. The difference is partly in the game, and partly in the player. If I made my game impossible, with enemies that do ten times your damage and have fifty times more health than you, at the start well that's unfair. But what about player generated difficulty? In my game, you find weapons that are progressively better the deeper in the dungeon you are, but if you decide to keep your weapon and lose to a high-level enemy, well, you're back at the last save point. Speaking of points, where's mine? That's right: how does infinity effect the relationship between reward and difficulty? This game gets progressively difficult as time goes on, it balances out eventually, but the curve is long. The reward has no such mechanical curve, but it just might have a similar curve dependent on the player. If our player is aggressive, doesn't mind dying a lot, plays with risk, runs after a high level shotgun into a room swarming with enemies, and knows they could probably die doing it, then this game will become increasingly rewarding. The risk gets higher, the reward gets better, fun fun, right? However, if the player is cautious, hates dying, and can't stand the idea of running through the same thirty rooms to grab that burst rifle to fight that impossible mini-boss once again, they might not like it. All that being said, I think I'll have an option in the start of the game, limited, or infinite, to hopefully mitigate this issue. If you've read this far, thank you for listening to me ramble. That's all folks!