bad features:
instead games should utilize:
the entire game should be designed as an endgame. less is more.
games that do too much feel like jobs, games that do too little are boring demos.
- cooking: collecting recipes, collecting materials.
- treasure boxes, rare items, and the whole search activity.
- the need for combo memorization(mainly a VS game problem).
- character customization: appearance manual customization.
- cut scenes and commercials.
- level ups.
instead games should utilize:
- shops that concentrate all essential items(boost/heal)
- replace the level up grind with knowledge/currency/reaction speed accumulation.
- buyable renewable rewards: events/knowledge snippets.
- score logs.
the entire game should be designed as an endgame. less is more.
games that do too much feel like jobs, games that do too little are boring demos.