Been playing a lot of Final Fantasy XIV lately. But lately I’ve been focusing more on leveling individual jobs up rather than the endgame progression. I guess I’ve been doing the endgame stuff for so long that taking a break and doing non-endgame stuff is suddenly appealing.
I’ve been playing Monster Hunter 4 Ultimate with a friend lately, and I got to thinking about the design of it. I bought the game back in June or July when it was on sale, but never really got around to playing it until now due to real life events. It really does have an appeal that few to no other games manage, and I think I’ve figured out a few reasons why.
This has been something that’s been bothering me lately. I haven’t quite been able to put it into words until right now, but I think it accurately describes a big problem I have with a lot of mobile games. It also impacts a handful of non-to free play games in other genres, particularly Massively-Multiplayer Online games.
To put it simply, it’s where a game requests that the player keep playing each day for bonus rewards.