Mucky wrote:It's up to you to keep yourself excited and focused but most gamers today can't really do that.
They're too spoilt to do this on their own, they want the devs to do it for them with new updates, new worlds etc.
Uh, dude, no, it's the game's task to keep me excited. If I need to keep myself excited, I might as well make my own game instead.
With blackjack. And hookers.If you want a true 100% sandbox, go play something like
Your World of Text. If you really can keep yourself excited and focused all on your own, you can play that forever without getting bored.
In practice, though, the game needs to feel sufficiently rewarding. I could theoretically just try to mine 100,000 stones and put them in Milestone signposts as personal goal, but it wouldn't feel fun at all. The game's task (one that I feel H&H succeeds very well at) is to provide possible goals that feel rewarding. To name a simple example, you could surround your wall completely with flax for decoration. By itself, the action of planting flax has no meaning and is not fun or rewarding. But the way the game displays flax and the way planted flax aligns properly to form a consistent line makes the flax look really nice when planted around your wall, which makes it feel rewarding to the player. Nothing will keep even the most dedicated player excited and focused without the game providing the proper feedback.
The problem with players getting bored of the game is that the only goals they can discover (whether clear game-determined goals or own goals) feel more bothersome than rewarding. I understand why people lay brick art, but the hassle of collecting the bricks and paving exactly the right spots just for something that looks kinda nice is just too much a bother compared to what you get for it, for me. Likewise, there are people who feel that harvesting and replanting the same crops over and over just to get the quality number to a ridiculous number is too repetitive for too little reward.
You can't just blame the player and be done with it. It's a combination of the player's motivation and the game's feedback.