It's a common tactic to keep you coming back and keep you addicted to playing something you have already played through many times before with very little genuine engagement and very little to no change of pace past a point. It would also become a distraction from regular gameplay when you just get a skin drop and keep being excited at what you're getting. With introduction of skins and microtransactions, I very much expect Klei to focus on decorative features for the game, completely ignoring major mechanics and their balancing. ![]() I would have preferred DLC 2, merchandise (there's a lot you could do with that) and best of all, distributing this game for educational purposes (schools, universities, workplace internships where applicable). The idea of skins dropping as you play the game seems annoying for ONI of all games. ![]() If it wasn't for that, I'm sure we'd all have x10 less hours spent in these games and would have had more enjoyment without having a repeating time sink of the same menial task for the 1000th time, many hours deep into a given save file. Grind that was more of a biproduct of bad design seems to have become a staple on keeping you playing for as long as possible. DST was already a subpar game (it was mostly well made, but game design was never its strong suit) but it dipped a little more when there was more incentive to implement more skins and continued play. For some games it works, but for others it may ruin them. One part of me feels like this is a complete mistake, for this game specifically.
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