Show Navigation
Conversation
Notices
-
You aren't wrong, but game design decision seldom are revolving about how convenient it is for the player, because it directly conflicts with the rentability imperative. Meaning it's often more profitable for a game publisher to exploit players' basest instincts like FOMO than provide a comfortable experience at the player's own pace.
I found myself dropping off such games that weren't hitting my dopamine button hard enough, so it also is a compromise on my end and why I kept playing timer-based games for so long.