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.










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    up vote
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    down vote

    favorite
    1












    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.










    share|improve this question























      up vote
      2
      down vote

      favorite
      1









      up vote
      2
      down vote

      favorite
      1






      1





      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.










      share|improve this question













      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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      share|improve this question











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      share|improve this question










      asked 55 mins ago









      Gurpreet Singh Matharoo

      213




      213




















          2 Answers
          2






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          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 are lazy on 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.






          share|improve this answer






















          • Great answer, thanks!
            – Gurpreet Singh Matharoo
            12 mins ago

















          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






          share|improve this answer




















          • 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











          Your Answer




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          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 are lazy on 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.






          share|improve this answer






















          • Great answer, thanks!
            – Gurpreet Singh Matharoo
            12 mins ago














          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 are lazy on 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.






          share|improve this answer






















          • Great answer, thanks!
            – Gurpreet Singh Matharoo
            12 mins ago












          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 are lazy on 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.






          share|improve this answer














          Provide visible goals for the player to achieve. For example:




          • Levels: If you click enough rockets, the game becomes more difficult. When you are lazy on 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.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 35 mins ago

























          answered 45 mins ago









          Philipp

          72.8k19168219




          72.8k19168219











          • 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




          Great answer, thanks!
          – Gurpreet Singh Matharoo
          12 mins ago












          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






          share|improve this answer




















          • 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















          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






          share|improve this answer




















          • 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













          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






          share|improve this answer












          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







          share|improve this answer












          share|improve this answer



          share|improve this answer










          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

















          • 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


















           

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