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import{_ as e,c as t,o as a,d as i}from"./app.c95a51e0.js";const u=JSON.parse('{"title":"Appeal to Players","description":"","frontmatter":{"title":"Appeal to Players"},"headers":[{"level":2,"title":"Numbers Going Up","slug":"numbers-going-up","link":"#numbers-going-up","children":[]},{"level":2,"title":"Progression","slug":"progression","link":"#progression","children":[]},{"level":2,"title":"Effortlessness","slug":"effortlessness","link":"#effortlessness","children":[]},{"level":2,"title":"Addiction","slug":"addiction","link":"#addiction","children":[]},{"level":2,"title":"Strategy","slug":"strategy","link":"#strategy","children":[]},{"level":2,"title":"Avoiding Staleness","slug":"avoiding-staleness","link":"#avoiding-staleness","children":[]},{"level":2,"title":"Good Game Design","slug":"good-game-design","link":"#good-game-design","children":[]},{"level":2,"title":"Artistic Merit","slug":"artistic-merit","link":"#artistic-merit","children":[]}],"relativePath":"guide-to-incrementals/ludology/appeal-gamers.md","lastUpdated":null}'),n={name:"guide-to-incrementals/ludology/appeal-gamers.md"},o=i('<h1 id="appeal-to-players" tabindex="-1">Appeal to Players <a class="header-anchor" href="#appeal-to-players" aria-hidden="true">#</a></h1><p>This is something that has been discussed and analyzed by many people, and to some extent, I feel like everything that can be said on the topic already has. However, a lot of these analyses are from the perspective of those with not as much experience and involvement within the genre as I&#39;d argue would be necessary for a fully contextualized answer. I recently watched a video about Vampire Survivors, which has since been taken down due to drawing negative attention, which made me think about some interesting arguments about what games <em>are</em>, and what makes them <em>good</em>. The video&#39;s argument that &quot;Vampire Survivors is not a video game&quot; mirrors a claim by the developer of Cookie Clicker that his games are <a href="https://www.polygon.com/2013/9/30/4786780/the-cult-of-the-cookie-clicker-when-is-a-game-not-a-game" target="_blank" rel="noreferrer">&quot;non-games&quot;</a>. Using Vampire Survivors and the video made on it as a framework, I&#39;ll be answering why incremental games appeal to players. Since the video has been taken down, I&#39;ll do my best to contextualize and generalize the arguments of the video without requiring the reader to watch it. For what it&#39;s worth, while I disagreed with the video I actually liked a lot of the way it went about thinking about games, and I consider this a continuation of that discussion.</p><h2 id="numbers-going-up" tabindex="-1">Numbers Going Up <a class="header-anchor" href="#numbers-going-up" aria-hidden="true">#</a></h2><p>This is a very common response to why people enjoy incremental games, although it&#39;s not one I find compels me personally, and I suspect it might be a stand-in for <a href="./appeal-gamers#progression">progression</a> or <a href="./content">content</a>. But reportedly, some people do just like <em>seeing</em> big numbers. I must reiterate I suspect the actual cause is seeing big numbers <em>in context</em> though - if you start at 1e1000 of a currency and get to 1e1001, that isn&#39;t going to feel as satisfying as going from 1e10 to 1e100, and in any case, I don&#39;t think a button that just adds a zero to your number will feel quite satisfying - I believe its the sense of having made progress, and comparing where you are to where you started and feeling like you&#39;ve earned your way here that is enjoyable.</p><h2 id="progression" tabindex="-1">Progression <a class="header-anchor" href="#progression" aria-hidden="true">#</a></h2><p>Vampire Survivors can be argued to have a comparatively low depth to its combat compared to many other games. I&#39;d argue it has <em>sufficient</em> depth and more than someone might expect who has only played the game for a short while, but it still definitely gets beat out by many other combat-focused games. Instead, a lot of the progression in Vampire Sur