If you ever need a masterclass on how to design open worlds with stuff that should be grind quests but feel fantastic: Yakuza 0
With games that continue to expand into vast open worlds and the number of hours a game takes to complete goes up and up and up, we have to ask ourselves: is this game really worth my time? Is this 90 hours of engaging material? Or is it 5 hrs of engagement stretched over 90? How do you design around potential grind fests, even when you're working in a genre that needs them so the player doesn't burn through new content, like MMOs? Even small changes to game design choices and UI design can save players some time and prevent people from burning out. Subscribe to Extra Credits for more episodes every Wednesday! http://bit.ly/SubToEC Get info about all our shows at https://extracredits.site ___________ Get your Extra Credits gear at the store! https://extracredits.store Thanks for participating in this week's discussion! We want you to be aware of our community posting guidelines so that we can have high-quality conversations: https://extracredits.site/extra-credits-community-code-of-conduct Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Chat and play games with us on Twitch http://bit.ly/ECtwitch Follow us on Instagram: http://bit.ly/ECisonInstagram Follow us on Tumblr: http://bit.ly/EConTumblr ___________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Credits Music: "Popsicle" by James Wong https://ocremix.org/remix/OCR03470