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According to Peter Whalen, TFT game director at Riot Games, that’s fine!
“But what if we wanted a game that lasted forever?”
“We can’t rely solely on acquisition, or we’ll run out of players.
“And that’s the heart of cyclical reengagement.
“Finally, your players have to have fun when they come back,” he added.
It needs to feel fair with a level playing field across play skill and progression while avoiding regret.
“Players can’t feel bad about the time that they missed,” Whalen continued.
But there’s a reason why so many of these design choices are popular.
Retention is good, right?
And all of this serves to improve monetization, right?
“For one, it’s just more player-focused, and people notice that.