Thread:Khaesho/@comment-26178479-20161104011322/@comment-28010522-20161104043518

Just my penny of thought on this, Khaesho..

Many online games are the same or similar. You prolly have heard that once too often. Thing about the game industry is, peeps have done tons of exhaustive research on gamers' and players' psychological profile and behavioral patterns. One of the several things they found is, in general, peeps tend to keep wanting more.

It's the carrot dangled in front of the eyes (or minds) kind of thing. The carrot might be real, might be surreal, might be an illusion, might be deceptive. But it dangles there alright. The production of whatever in the brain that induces the "to keep wanting more" would exist until it hits a point of stagnancy, then it will decelerate real fast.

Then, peeps in the game industry, especially the developer/programming teams and their managers, (aggressively and intentionally) need to continuously figure out, the how-to to keep peeps in the loop of "to keep wanting more."

But the part about the point of stagnancy and the part about accelerated decline differ from one person to another, and not much people in the game industry have done to eliminate or reduce those.

The more a person's drive "to keep wanting more," the higher the risk of disappointment/disgust/disbelief, especially when that a point hit the supposed ultimate/optimum turnover (perceived-to-be greatest rewards vs actual-received-rewards).

For me, after dozens of online games later, balance is what I opt for. Meaning, I can't be wanting to fly a kite, and let the kite fly as high as possible, and as long as possible, without something reigning it back, directing it, pulling it closer to the ground upon my will.

Peace!