


Case in point. Dawntrail monk, who's rotation didn't even survive before the first savage raid was released before the devs reworked it again to match more like it was previously which was simpler.Speaking as a former game dev that had access to internal play statistics & player habits on the games I worked on, games have stopped asking players to think because players wanted to stop thinking. It wasn't just an immediate halt, even at our company we noticed every game we developed with more simplistic systems and cheap dopamine skinner-box techniques were becoming more popular and profitable instead of any project with complex systems and genuine in-game feedback reward systems, so our company's game development shifted over years accordingly to more simplified experiences and streamlined game systems.
Last edited by GrizzlyTank; 07-18-2024 at 03:35 AM.
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