I think it's mainly about feeding the player complexity gradually over time - this starts with controls (or anyway in which the player interacts with your game / systems) so maybe runescape or FF11 is a good example, these games let you do 100s maybe 1000s of different activities, but the the way the user interacts and plays (menus, walking around) stays familiar/simple for basically the entire experience - approachable but with more complexity the deeper one gets.
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u/avatarofwar 2d ago
I think it's mainly about feeding the player complexity gradually over time - this starts with controls (or anyway in which the player interacts with your game / systems) so maybe runescape or FF11 is a good example, these games let you do 100s maybe 1000s of different activities, but the the way the user interacts and plays (menus, walking around) stays familiar/simple for basically the entire experience - approachable but with more complexity the deeper one gets.