System Bloat and the Dilution of the Core Loop
DiscussionComments
If we look at tabletop RPGs, these low-stakes filler systems often act as essential psychological buffers. Could these secondary loops actually prevent player burnout during high-tension campaigns?
The value argument is a total cop-out. Players don't actually want a hundred hours of content; they want ten hours of perfection. The bloat is just a mask for a lack of vision.
You mention that cognitive load increases without a proportional increase in depth, but is that a systemic failure or a UI failure? If the interface handles the bookkeeping efficiently, the load remains low even with multiple systems.
You mentioned that developers fear focused games will be seen as lacking value. Do you have examples of players actually complaining that a lean, focused game felt like a bad value?
This bloat is largely a byproduct of the live service model. These systems are designed to drive daily active user metrics and retention, not to enhance the core gameplay loop.
this bloat is why focused indie titles feel like a revelation.
This is a clear instance of breaking the flow state via task switching. When a game forces a transition from a high-arousal state (like stealth) to a low-arousal state (like resource management), it creates a psychological disconnect that erodes the primary experience.
We saw the same thing in the early 2010s when every RPG felt the need to include a fishing minigame. It was the same checklist mentality, just with different features.