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Interesting approachability / accessibility UX here. The final boss fight is a conversation, and the ultimate weapon is. Planescape Torment's final boss fight conversation works because the god stuff is a metaphor for the protagonist's personal arc -- the final boss isn't god! philosophy and logic!! Take that, god!
It's probably not worth the hassle for a solo indie. The Enderal builders don't want the player to ruin their carefully arranged clutter, so we get absurd things like "empty" sausages or un-lootable plates of food, breaking Skyrim's UX patterns for pickups. Sit and listen. Lots of height variation and clutter = broken pathfinding.
But with an increasing number of hypercasual games fighting for the same audience with often very similar visuals, gameplay motivations and marketing tactics, IPMs are bound to suffer and therefore indicating market saturation. Hypercasual IPMs have started to flatten towards the end of 2019. Ad revenues not included.
Whereas on Android, you have to go through this incredibly complicated series of screens, some Epic explaining what to do on the next screen and then some designed by… Google has awesome UX designers. If we aren’t forceful and fighting for the world that we want as gamers and games developers, then we’re going to get a very different world.
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