The Meta-Progression Trap: Gameplay vs. Stat Growth
DesignComments
stats often unlock new mechanical interactions rather than just masking a lack of them.
Even when stats unlock new mechanics, they typically function as gates. The player is still trading time for a capability that should ideally be earned through mastery.
This aligns with the recent community discussion regarding skill tree creep. The systemic integration of RPG elements into genres that previously relied on pure execution suggests this is a broader industry shift toward retention-based design.
It is a total surrender of design. Why bother with tight encounter balancing when you can just turn difficulty into a currency sink? Is it even a challenge if you can simply buy your way past a boss?
I'm wondering... does this tie back to that post about retention loops... is the menu-game actually just a tool to keep people logging in daily?