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Re:Palworld's success is partially born from Pokémon fans' d... by lcnPylGDnU4H9OF on Tuesday January 30, 2024 @05:51PM (#39197057)
Is there a goal to all of the surviving and crafting in Palworld? Or is it like Rust and 7 Days To Die with a good engine but no intrinsic motivation to play?
Re:Palworld's success is partially born from Pokémon fans' d... by Red_Leaves_Flyy on Tuesday January 30, 2024 @08:57PM (#39198772)
Is there any game that’s figured that out?
Re:Palworld's success is partially born from Pokémon fans' d... by lcnPylGDnU4H9OF on Tuesday January 30, 2024 @09:17PM (#39198929)
I think Windbound[0] does a decent job. Maybe not; I haven’t advanced much. But there is some compelling mystery it offers, which also seems to promise a payoff in the end. Also some clear milestones to hit in the form of “““reaching locations””” and “““activating things”””.

I never really “got into it”, as it were, but it has all the right pieces for a good survival-craft. Rogue-lite too, if I’m not mistaken.

0: https://windboundgame.com/

Re:Palworld's success is partially born from Pokémon fans' d... by squigz on Wednesday January 31, 2024 @03:12AM (#39201313)
Is this a serious comment? The concept of linear progression and "The End" isn't new to video games?