An interview.
We wanted to drive players to older content, as our game is heavily focused on horizontal progression, while ensuring players had reasons to go to the same places across the breadth of the game world and have other players to play with. This is all driven by a desire to increase player engagement through regular logins and longer play sessions through a system with a low barrier to entry. Increased engagement drives retention and MTX KPIs.
across the breadth of the game world or the same boring set of tasks over and over gain?
Also note the blatant use of the term drive players instead of something like encourage players, interest players or attract players.
🌕 That should give you something to think about. Right? PONDER! 🌕
Manifesto of people who don’t understand how to make good games.