Interesting take. From your article it seems like rather than following the trend of quicker sessions - games are taking the other route which is longer (at least initial) sessions.
We are yet to see Game platforms that have the "doom scrolling" systems built taking off. Take an example of Hype-Hype where players can scroll through games - play one and move on. This makes be believe there is something about the active engagement component of games that differentiates from passive consumption.
Would love to explore where and how Design for the generation exposed to such quick moving media should adapt and if at all, it has an impact on their preferences of games.
Yes, the games differ in the active engagement they require, but what’s interesting is how that engagement is wrapped in a passive-consumption-friendly format these days.
Interesting take. From your article it seems like rather than following the trend of quicker sessions - games are taking the other route which is longer (at least initial) sessions.
We are yet to see Game platforms that have the "doom scrolling" systems built taking off. Take an example of Hype-Hype where players can scroll through games - play one and move on. This makes be believe there is something about the active engagement component of games that differentiates from passive consumption.
Would love to explore where and how Design for the generation exposed to such quick moving media should adapt and if at all, it has an impact on their preferences of games.
Yes, the games differ in the active engagement they require, but what’s interesting is how that engagement is wrapped in a passive-consumption-friendly format these days.
One place where this is standing out is in the meta and economy design, and how both have evolved recently. I shared some further thoughts on this in my next post: https://gamedesignbites.substack.com/p/economy-design-but-make-it-brainrot
Would love for you to give it a read.