What are some ways to keep the player engaged in an endless game?
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An endless game consists of the same gameplay mechanics repeated over and over. You have to keep doing mostly the same things as long as you can.
So it is quite easy to make players bored of your game. What are some concepts that one could implement into the game design to keep the player engaged?
To be more specific, my game is an endless tapping game where you have to tap rockets to make them explode into fireworks, and sometimes on falling meteors too.
game-design mobile clicker
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up vote
2
down vote
favorite
An endless game consists of the same gameplay mechanics repeated over and over. You have to keep doing mostly the same things as long as you can.
So it is quite easy to make players bored of your game. What are some concepts that one could implement into the game design to keep the player engaged?
To be more specific, my game is an endless tapping game where you have to tap rockets to make them explode into fireworks, and sometimes on falling meteors too.
game-design mobile clicker
add a comment |Â
up vote
2
down vote
favorite
up vote
2
down vote
favorite
An endless game consists of the same gameplay mechanics repeated over and over. You have to keep doing mostly the same things as long as you can.
So it is quite easy to make players bored of your game. What are some concepts that one could implement into the game design to keep the player engaged?
To be more specific, my game is an endless tapping game where you have to tap rockets to make them explode into fireworks, and sometimes on falling meteors too.
game-design mobile clicker
An endless game consists of the same gameplay mechanics repeated over and over. You have to keep doing mostly the same things as long as you can.
So it is quite easy to make players bored of your game. What are some concepts that one could implement into the game design to keep the player engaged?
To be more specific, my game is an endless tapping game where you have to tap rockets to make them explode into fireworks, and sometimes on falling meteors too.
game-design mobile clicker
game-design mobile clicker
asked 55 mins ago


Gurpreet Singh Matharoo
213
213
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2 Answers
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up vote
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Provide visible goals for the player to achieve. For example:
Levels: If you click enough rockets, the game becomes more difficult. When you arelazyon a tight budget, then you can just tune some variables. Like Tetris, for example, where the only difference between levels is speed and score multiplier. This is easy to do, but requires a lose-condition so the game ends when the player reached the limit of their skills.
Content unlocks: When the player taps enough rockets, new game features become available.
Story progression: Have your game tell a story. When the player keeps playing, new parts of the story get revealed.
Achievements: Acknowledge when the player did something good for the first time, like tapping 10000 rockets or tapping 100 rockets in just one minute.
Becoming better than other players: Create an online leaderboard where users can compete with each other.
One important aspect is to make the player aware of what goals there are and what they need to do to achieve them.
Great answer, thanks!
– Gurpreet Singh Matharoo
12 mins ago
add a comment |Â
up vote
0
down vote
Expanding Philipp's content unlocks category, add powerups/items that change up the gameplay. For example: You may tap to explode a rocket, but what if there was an item that made it so when you tapped, a "tower" would spawn that would help you. That kind of stuff is why Enter the Gungeon and The Binding of Isaac are so popular today
Thanks, but I'm not sure whether that could work. This is less of a slow-paced RTS game and more like a fast-paced "do it quickly with your hands" type of mobile game.
– Gurpreet Singh Matharoo
10 mins ago
add a comment |Â
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
3
down vote
Provide visible goals for the player to achieve. For example:
Levels: If you click enough rockets, the game becomes more difficult. When you arelazyon a tight budget, then you can just tune some variables. Like Tetris, for example, where the only difference between levels is speed and score multiplier. This is easy to do, but requires a lose-condition so the game ends when the player reached the limit of their skills.
Content unlocks: When the player taps enough rockets, new game features become available.
Story progression: Have your game tell a story. When the player keeps playing, new parts of the story get revealed.
Achievements: Acknowledge when the player did something good for the first time, like tapping 10000 rockets or tapping 100 rockets in just one minute.
Becoming better than other players: Create an online leaderboard where users can compete with each other.
One important aspect is to make the player aware of what goals there are and what they need to do to achieve them.
Great answer, thanks!
– Gurpreet Singh Matharoo
12 mins ago
add a comment |Â
up vote
3
down vote
Provide visible goals for the player to achieve. For example:
Levels: If you click enough rockets, the game becomes more difficult. When you arelazyon a tight budget, then you can just tune some variables. Like Tetris, for example, where the only difference between levels is speed and score multiplier. This is easy to do, but requires a lose-condition so the game ends when the player reached the limit of their skills.
Content unlocks: When the player taps enough rockets, new game features become available.
Story progression: Have your game tell a story. When the player keeps playing, new parts of the story get revealed.
Achievements: Acknowledge when the player did something good for the first time, like tapping 10000 rockets or tapping 100 rockets in just one minute.
Becoming better than other players: Create an online leaderboard where users can compete with each other.
One important aspect is to make the player aware of what goals there are and what they need to do to achieve them.
Great answer, thanks!
– Gurpreet Singh Matharoo
12 mins ago
add a comment |Â
up vote
3
down vote
up vote
3
down vote
Provide visible goals for the player to achieve. For example:
Levels: If you click enough rockets, the game becomes more difficult. When you arelazyon a tight budget, then you can just tune some variables. Like Tetris, for example, where the only difference between levels is speed and score multiplier. This is easy to do, but requires a lose-condition so the game ends when the player reached the limit of their skills.
Content unlocks: When the player taps enough rockets, new game features become available.
Story progression: Have your game tell a story. When the player keeps playing, new parts of the story get revealed.
Achievements: Acknowledge when the player did something good for the first time, like tapping 10000 rockets or tapping 100 rockets in just one minute.
Becoming better than other players: Create an online leaderboard where users can compete with each other.
One important aspect is to make the player aware of what goals there are and what they need to do to achieve them.
Provide visible goals for the player to achieve. For example:
Levels: If you click enough rockets, the game becomes more difficult. When you arelazyon a tight budget, then you can just tune some variables. Like Tetris, for example, where the only difference between levels is speed and score multiplier. This is easy to do, but requires a lose-condition so the game ends when the player reached the limit of their skills.
Content unlocks: When the player taps enough rockets, new game features become available.
Story progression: Have your game tell a story. When the player keeps playing, new parts of the story get revealed.
Achievements: Acknowledge when the player did something good for the first time, like tapping 10000 rockets or tapping 100 rockets in just one minute.
Becoming better than other players: Create an online leaderboard where users can compete with each other.
One important aspect is to make the player aware of what goals there are and what they need to do to achieve them.
edited 35 mins ago
answered 45 mins ago
Philipp
72.8k19168219
72.8k19168219
Great answer, thanks!
– Gurpreet Singh Matharoo
12 mins ago
add a comment |Â
Great answer, thanks!
– Gurpreet Singh Matharoo
12 mins ago
Great answer, thanks!
– Gurpreet Singh Matharoo
12 mins ago
Great answer, thanks!
– Gurpreet Singh Matharoo
12 mins ago
add a comment |Â
up vote
0
down vote
Expanding Philipp's content unlocks category, add powerups/items that change up the gameplay. For example: You may tap to explode a rocket, but what if there was an item that made it so when you tapped, a "tower" would spawn that would help you. That kind of stuff is why Enter the Gungeon and The Binding of Isaac are so popular today
Thanks, but I'm not sure whether that could work. This is less of a slow-paced RTS game and more like a fast-paced "do it quickly with your hands" type of mobile game.
– Gurpreet Singh Matharoo
10 mins ago
add a comment |Â
up vote
0
down vote
Expanding Philipp's content unlocks category, add powerups/items that change up the gameplay. For example: You may tap to explode a rocket, but what if there was an item that made it so when you tapped, a "tower" would spawn that would help you. That kind of stuff is why Enter the Gungeon and The Binding of Isaac are so popular today
Thanks, but I'm not sure whether that could work. This is less of a slow-paced RTS game and more like a fast-paced "do it quickly with your hands" type of mobile game.
– Gurpreet Singh Matharoo
10 mins ago
add a comment |Â
up vote
0
down vote
up vote
0
down vote
Expanding Philipp's content unlocks category, add powerups/items that change up the gameplay. For example: You may tap to explode a rocket, but what if there was an item that made it so when you tapped, a "tower" would spawn that would help you. That kind of stuff is why Enter the Gungeon and The Binding of Isaac are so popular today
Expanding Philipp's content unlocks category, add powerups/items that change up the gameplay. For example: You may tap to explode a rocket, but what if there was an item that made it so when you tapped, a "tower" would spawn that would help you. That kind of stuff is why Enter the Gungeon and The Binding of Isaac are so popular today
answered 20 mins ago


Priswall
367
367
Thanks, but I'm not sure whether that could work. This is less of a slow-paced RTS game and more like a fast-paced "do it quickly with your hands" type of mobile game.
– Gurpreet Singh Matharoo
10 mins ago
add a comment |Â
Thanks, but I'm not sure whether that could work. This is less of a slow-paced RTS game and more like a fast-paced "do it quickly with your hands" type of mobile game.
– Gurpreet Singh Matharoo
10 mins ago
Thanks, but I'm not sure whether that could work. This is less of a slow-paced RTS game and more like a fast-paced "do it quickly with your hands" type of mobile game.
– Gurpreet Singh Matharoo
10 mins ago
Thanks, but I'm not sure whether that could work. This is less of a slow-paced RTS game and more like a fast-paced "do it quickly with your hands" type of mobile game.
– Gurpreet Singh Matharoo
10 mins ago
add a comment |Â
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