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How to avoid open-world grind?

Started by February 08, 2019 02:35 PM
24 comments, last by WGS_Stillwater 5ย years ago
1 hour ago, Talvysh said:

You need to have a fun game loop.ย  If your game feels boring after doing the same general task several times, then your game loop sucks.

The game I'm working on has input, update, and render for it's game loop. How can I make it more fun?

๐Ÿ™‚๐Ÿ™‚๐Ÿ™‚๐Ÿ™‚๐Ÿ™‚<โ†The tone posse, ready for action.

15 minutes ago, fleabay said:

The game I'm working on has input, update, and render for it's game loop. How can I make it more fun?

I think he means, more properly, the gameplay loop.

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I think the main problem is in EverQuest Oblivion example:

It's easy to fall into the trap of trying to make beautiful landscapes.

By any means, make beautiful levels/worlds. But there are other ways to pull off
than just making beautiful greenery and gothic-style architecture
(by gothic I don't mean the Gothic game series, but an old building style).

You can still make scary parts of the world, 3-dimensional puzzle mini-levels
(like to obtain rare mining tools when you solve them) and lethal-trap
landscapes.

3 hours ago, Anthony Serrano said:

I think he means, more properly, the gameplay loop.

Yes, thank you.

ย 

"... If fate is a millstone, then we are the grist. There is nothing we can do. So I wish for strength. If I cannot protect them from the wheel, then give me a strong blade, and enough strength... to shatter fate."

When the players actions don't actually reward the players idea of progression or the progression becomes predictable, then it's a grind.

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