Earlier quoted context omitted.
I don't think it's cargo culting, as much as it's a generation of gamers who were raised with the expectation of a "progression system". I remember back when EA was ridiculed for their statement about "giving a players a sense of pride and accomplishment" regarding requiring a long grind (or big payment) to unlock the most powerful characters in a Star Wars game. I've seen people beg developers to give them something…
>I think developers know how to make fun games, but I don't think most players want fun games because they've been conditioned to want addiction simulators with meaningless rewards. I have spent the last two or three years trying to find a fun android and/or console game (outside of some switch games), and I've never been able to put my finger on why the games in the app store, and many, many PC games are just not fu…
Yes, and the very first Duke Nukem [1]. So much fun! I'm getting into game design this year, and will endeavour to make pay-once, short, super fun games. (I say short, albeit with replay value - I'd hate to string you along for 100+ hours with pointless side quests)