Yea, and I tried to cover that (you're right that reward is very important). This is why I said you make it more efficient use of their time to do this side content, but also make it shift with that advantage. So the side room in Satasha could be a treasure room, a trap room, a mini boss (but again making sure efficiency = doing more content). Also the other point was simple (they have shown they can switch out entities on a map based on circumstances) changes that don't take much effort (well maybe a mini boss might), each one is telling players to explore but at the same time the truth is it is "optional" even though people will play it like its more mandatory. (Although that part also covered just making a dungeon varied by even making linear routes change sometimes, just so people go "What.. what happened tot he bridge we normally use?. . . I guess we'll go into this cave instead").
It plays on people's minds that its optional but not, while also allowing better variations - this is what happens with the traveling conversations (teleportating/mounts, even boss strategies). People do what is most efficient even if its not enjoyable, if you can make efficiency playing the content /more/ then you can do more things in that content that normally players would ignore entirely.
If you leave it as is, people will ignore all things to finish it faster - which is currently quantity quantity. You have less design freedom with leaving it alone, and you /can/ make things encouraged to complete more content per run vs how we have now.
Evaluating a content by the reward over time, if there are areas that are optional but make that reward over time better (or even much better) compared to bare minimum runs then people /will/ shift to doing that side content even though it is still optional. This allows you to actually design optional content again, rather than the always linear hallways we have now.



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