Add more Gatekeeping to increase player engagement
There are 3 main areas that I find the lack of gatekeeping is an issue. Players can skip entire experiences.
1- the entire map above the shroud is available immediately so players can just go to points of interest and unlock what they want immediately
2- The armor and weapons can be found in chests at known locations and therefore there is no incentive to craft what you want. The upgrades only require coins so it further shortcuts the need for the player to craft.
3- The enemies aren't actively attacking and events aren't actively triggered so the player doesnt actually need to engage anything beyond the main bosses for alter upgrades. So the players can simply do nothing.
I think the game will continue to only be a base building simulator until players have a reason to actually go and do tasks.
Comments: 2
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
20 May
revelwoodieHighlighted comment
I think everyone has different ideas of what drives engagement. Because we all have different preferences, as we should. For instance, on your second point, you suggest lootable armor in chests reduces engagement by removing the incentive to craft. Another player might say that craftable armor reduces engagement by removing the incentive to explore and look for loot. Ultimately, I think the game is varied enough for everyone to find something they find engaging. -
22 May
NightsPoint 2 - Honestly, I think the only thing that needs done to address this, is make gear have level restriction within 5 levels of it's level.
On your 1st and 3rd point though, I would leave it alone as there are a section of players that just want to build and play at the end game. Being able to rush at the boss only for alter upgrades is perfect for that part of the community. It doesn't take anything away from the rest of the community that wants to play like normal.