To ensure a player learns a game, it must provide a near-constant stream of feedback on the outcomes of their actions. This feedback consists of rewards and punishments they can directly link
If you have played a video game RPG, you may be familiar with the frustration of a full inventory. You explore and gather items, then suddenly run into a wall and must decide
It is tempting to see progression in games as a process of gaining more and more resources and options. But options create noise. When players have many options, it takes more effort to
Feedback is essential when learning games. But choices made in autobattler games occur outside the battle itself, delaying feedback and hiding which choices led to success or failure. Autobattler feedback becomes comprehensible only
We want players to feel like they are getting stronger over the course of the game, but increasing their power level as a function of time alone feels unearned. Players want progression to