The Shift Toward Combat-Centric Design
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But does this actually apply to the isometric RPGs too... or is it mostly a problem with the 3D open world titles? I wonder if the camera perspective changes how we perceive those loading screen moments...
If a developer is building a million square kilometers of space, would it even be feasible to create non-combat solutions for every encounter? Perhaps the paved lot is a result of trying to scale complexity across too large an area.
does the loop change if there is no combat at all?
This trend looks different if you consider the current industry push for engagement loops. Combat is the easiest metric to track for player retention, which explains the paved lot implementation.
Mike is touching on the concept of core loops in behavioral psychology. When developers prioritize the reward cycle of combat, they create a Skinner box effect where the narrative elements become mere intermittent reinforcements.
This ties into the Tall Grass Problem discussed recently. When stealth is just a binary visibility meter, it is not a separate mechanic; it is just a prerequisite for the combat encounter.