As the topic says - I mean, I’m just a lowly user, simple player, but I imagine during development of a game a group of creatives has a meeting and asks themselves questions like “what genre is the new game?” “what is the game about?” “what mechanics and technology do we want the game to use/implement?” “how will progression work?” and, the ones I’m focused on “do we want players to play perpetually for years, or max out everything and be done with the game?” “do we make, based on expected player statistics, the progression take days, weeks, months or years to get to the maxed out point, if we even ever want or expect them to get there without investing unhealthy amounts of time in it?” “what will the endgame progression look like, what will we do to keep players interested, if we even want them to be interested?” “what do we do about +xp from trinkets and level/bonus objective rewards” “how many cosmetic items a month do we keep on rotation not to overwhelm players and still make decent money in a non-predatory, enjoyable, agreeable and incentivizing way that would build our trust with the players and allow us to continue selling them cosmetic items in a non predatory, engaging and honest way, while adding some new playable paid content also worth it’s price and engaging enough to keep players coming back for more?”
So was there a similar meeting at Fatshark, does anyone think? I’m just extremely curious how some decision have been made and approved. We’ll never know, but it’s curious to wonder.