With games that continue to expand into vast open worlds and the number of hours a game takes to complete goes up and up and up, we have to ask ourselves: is this game really worth my time? Is this 90 hours of engaging material? Or is it 5 hrs of engagement stretched over 90? How do you design around potential grind fests, even when you're working in a genre that needs them so the player doesn't burn through new content, like MMOs? Even small changes to game design choices and UI design can save players some time and prevent people from burning out.
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♪ Intro Music: "Penguin Cap" by CarboHydroM - http://bit.ly/1eIHTDS
♪ Outro: ♪ "Popsicle" by James Wong https://ocremix.org/remix/OCR03470
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