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[–][deleted] 2 insightful - 1 fun2 insightful - 0 fun3 insightful - 1 fun -  (1 child)

I like the Stardew Valley counterexample. I think this speaks to the difficulty of making non-linear open world games fun.

[–]magnora7[S] 2 insightful - 1 fun2 insightful - 0 fun3 insightful - 1 fun -  (0 children)

I agree, it seems like it all boils down to the fact if you feel like the "busywork" actually gives you a reward that you want, or if it's foisted on you as something you simply have to complete to continue the game.