Translation of Chein
Chein : SV is a an over-hyped grinder.
It is a successful grinder.
Repetative actions don't make for good gameplay, just addicted gameplay.
Any gameplay is based on the repetition of actions. The repetition of actions is mandatory to allow the player to make informed decisions, to make decisions with fathomable consequences.
SV is not built that way though. Sv shares a lot in common with some levels designed in Mario Maker.
For some people, the difficulty in a MM level is measured by the number of times they manage to get Mario killed. To achieve that, they retain or hide information from the player. They set traps everywhere without giving any information about the traps.
In order to get information, the player must pay with a Mario life. The main difficulty is the absence of information.
SV, same stuff, the player usually knows afterwards.
The addiction does not come from the repetition, it comes from the security. As long as a player grinds, a player gets. There is no failure between effort and reward. The player does, the player gets.
If ever disruptions between the effort and rewards were introduced, players' addiction would end immediately.
Congrats on the dev for making a product that can appeal to the lowest common denominator of gamers.
Actually, it does not appeal to gamers (that is players with an interest in gameplay)
Rating system in year 3 is proof that game is meant to be a rushed grinder.
The reaction of players to the time limit showed that. If players did not grant some importance to that time limit, disregarding it, they would not have lobbied to get it changed.