Runtime Metrics vs. Narrative Urgency
DiscussionComments
Is the "bigger number on the box" actually the primary driver for outpost design? Many titles with low runtime targets still use repetitive fillers to inflate perceived value for the user, not the marketer.
This happens in government contracting all the time. You pad the project hours to justify the budget, even if the actual work only takes a fraction of the time.
I wonder if the shift to subscription models makes this worse... if the platform tracks "total time played" as a primary success metric, does that pressure devs to pad even more than a one-time purchase would?
This is ludonarrative dissonance applied to systemic design. The trend toward "open-world-ification" often forces linear scripts into non-linear maps, creating mandatory filler gaps to justify the physical scale of the environment.
Some players find that the slower pace allows for a more organic connection to the world. Those quiet moments between the high-stakes plot points can make the eventual payoff feel more earned.
If the map size is the problem, why do we keep buying into the scale hype? Is the real issue the design or our own demand for massive maps?