import{_ase,oast,casa,Qaso}from"./chunks/framework.1169fbc9.js";constp=JSON.parse('{"title":"What is Content?","description":"","frontmatter":{"title":"What is Content?"},"headers":[],"relativePath":"guide-to-incrementals/ludology/content/index.md","filePath":"guide-to-incrementals/ludology/content/index.md","lastUpdated":1701136819000}'),n={name:"guide-to-incrementals/ludology/content/index.md"},i=o('<h1id="what-is-content"tabindex="-1">WhatisContent?<aclass="header-anchor"href="#what-is-content"aria-label="Permalink to "What is Content?""></a></h1><p>Ifyou'vebeenintheincrementalgamescommunityforanyamountoftime,you'llquicklyfindthenumberonethingplayerswantis<em>content</em>.Theywantasmuchofitaspossible!Themostpopularincrementalgameshavetonsofcontent,sotheyjustkeepstretchingonandonandon,introducingmechanicaftermechanic,andplayersloveit.Infact,playersseemtovaluethe<em>amount</em>ofcontentoverthequalityofany<em>specific</em>content.However,there'sabitofalackofunderstandingconcerning<em>what</em>contentis,andI'dliketoexplorewhatcountsascontent,andhowwemeasureit.Asabaselinedefinition,Ithink"content"canjustbedescribedasthepartsofthegamethatengagetheplayer,buttotrulyunderstanditweneedtocontextualizewhatthatmeansandhowitaffectsthegameplayexperience.</p><p>Toclarifythepurposeofthispage,mygoalisnottoget(too)nitpickyortoattackgameswith"lowcontent".There'snothingwrongwithshort/low-contentgames-I'mquiteabigfanofthosegamesmyself!Thisismostlytargetedtowardthosewho<em>ask</em>forcontentandsettlefor"long"games,andthosewho<em>want</em>toprovidecontentbutwanttomakesurethey'renotjustartificiallyinflatingthegame.Ultimately,Isupposethegoalistojustreducetheamountofartificiallyinflatedcontentforthesakeofhavinga"longer"game.</p><h2id="interaction"tabindex="-1">Interaction<aclass="header-anchor"href="#interaction"aria-label="Permalinkto"Interaction""></a></h2><p>Ithinkitshouldbeafairlynon-controversialopinionthattimespent<em>solely</em>waitingshouldnotcounttowardscontent.Thatisnotincludingthetimereadingvariouseffectsormakingdecisionsinyourhead,butrathertimespentwaitingforaconditiontobemetsoyoucanre-engagewiththegame.</p><p>Thatisnottosaygamesshouldnecessarilytrytominimizethistime.Plentyofgamesleadtowardsmoreinfrequentinteractionandstillgetpopular.Infact,thesegamesappealtomanygamerswhowanttohavesomethingtocheckuponinbetweenburstsofworkingonsomeotheractivity.Thesegamesseemtohavefallenslightlyoutoffashionamongstmodernincrementalgames,butthey'restillfullyvalid.ThepointI'mtryingtomakehereisjustthatthistimeisnotcontent.Asanextremeexample,agamewithnointeractionsandjustacounterthatgoesupeverysecondcouldsafelybesaidtohave0contentbeyondthetimeittakestounderstandwhat'sgoingon.Ifithasalistof"goals"tohit,thenthetimeunderstandingthosegoalsandashorttimeafterachievingeachonecouldbeconsideredcontent,butnottheidletimesinbetween.</p><p>Let'stakealookattheoppositeendofthespectrum-interactionthatissofrequentastobecomemindless.Thisisanymechanicwhereyouneedtospam-clicksomethingtoprogress.Thismaybeamorecontroversialtake,butIdonotbelievethisconstitutescontenteither.Itdoesnotengagetheplayer,becauseeachconsecutiveclickblendstogetherandtheydonotindividuallychangethegameplayexperience.Thatistosay,asingleclickand100clicksarenotmeaningfullydifferentintermsofengagingtheplayer.I'dgoasfarastosayclicking100timeswouldbeactively<em>worse</em>,asit'sartificiallydelayingthenextpieceofactu