I'm sorry if it sounds blunt... what long term commitment can be in the game that rewards spent time with important numbers that can be grown endlessly?jorb wrote:I am concerned that recurring resets is an addiction that we're feeding which prevents any longer term commitments to the game.
IMO, games are supposed to save time by allowing to imitate something in a cheaper, quicker ("time is money") and less risky way than it would take in reality. Thus, if a project starts to reward spent time, it does the "game" thing wrong way.
All I can do is to ask to look (perhaps, look again) at the mechanic of the endlessly growing Qs and related things. This is a one-way road.
In a way, you're right that you're feeding the situation. IMO, the current playerbase reflects the fact that H&H lives on the resets. It is filtered by this fact. Basically, you have (and hear) disproportionally many players who are fine with this session-like gameplay because it suits their race-seeking worldview. But do you really want to build a sessional "racing" game for such a target audience?
One of the big problems many devs run into is substituting "current playerbase" for the "target audience". Once it happens in the minds of people who steer the project, the project starts to stagnate and then goes downhill.jorb wrote:while I can certainly speculate -- I don't know with any perfect certainty what the big problem(tm) is.
Please remember how you got this playerbase even though you had nobody at start. Use your developer's vision before listening to a feedback.