...vs. looking at it as something that should change or not change based on their preferences.
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Replying to @craig_amai
I'm actually fine with both, I'm just very interested in where the thought process develops.
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Replying to @craig_amai
Is it anything you spend a lot of time with? Or anything you start talking to other players about a lot?
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Replying to @craig_amai
@craig_amai Specific to WoW, I think it was people being comfortable within a design and then having elements of that take less precedence,3 replies 0 retweets 0 likes -
Replying to @BellularGaming
@craig_amai Plus playing a mmo is almost habitual, so it's more "how can I 'save' my hobby" than what will I play?1 reply 0 retweets 1 like -
Replying to @BellularGaming
@BellularGaming Yeah, that's fair. The same qualities that make you want to stick with it for so long drive you to see it in its best form.2 replies 0 retweets 0 likes -
Replying to @craig_amai
@craig_amai So I suppose that maintaining & refining those core expectations is the most simple way to keep people happy in the short term.2 replies 0 retweets 0 likes -
Replying to @BellularGaming
@BellularGaming One greater struggle is in players starting to engage with designs what by definition work better in the background.1 reply 0 retweets 0 likes -
Replying to @craig_amai
@BellularGaming systems that only play out well when they feel random/organic, that collapse as players start to quantify them1 reply 0 retweets 0 likes -
Replying to @craig_amai
@BellularGaming that struggle might be somewhat unique to something as long-lived and under a microscope as WoW though, hard to tell2 replies 0 retweets 0 likes
@craig_amai As for randomness, I think it worked great in games with fast iterations. IE D3 or an Isaac run. Doesnt feel as good on longer.
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