The sun has not yet set on the Golden Age of Video Games. It may seem like it has only because the gaming industry has wandered off the brightly lit Path of Enjoyment and gotten lost in the dark forest of Addictive Features and Profitable Interests. Constant attacks from DLC-monsters and the unrelenting threat of content-only-available-to-premium-account-holders booby traps can cause even the hardcore gamer to lose hope.
Game Theory: The study of mathematical models of conflict and cooperation between intelligent rational decision-makers. Game Theory is typically of more interest to mathematicians than it is to gamers. However, most modern game designers apply Game Theory to make their games more addictive and more noticeable.
Because of this trend, games have never been more effective at attracting players. These games are more addictive than any previous generation of games. They are Game Theory MACHINES!
Therein lies the problem; These games are robots. They are efficient, effective, and powerful... but they have no soul. "23 ways to make a more addictive game"? Who cares about addictive?! We want a game that's FUN!
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Applying Game Theory to game design is often successful at creating a more enjoyable game, but "fun" is becoming the by-product. Similar to how grape seed oil is a by-product of making wine; It's useful and enjoyable, but it is only a minor result of a process designed to create something else. For too many modern game studios this main product is profit, marketability, and addiction. For this reason, we feel the gaming industry has lost its way.
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Don't get us wrong; if there were no profit in making video games, the world wouldn't have any. However, Project Utumno seeks to produce enjoyment as the MAIN PRODUCT with all other motivating factors (if any) being the minor by-products.
Often a game feature will be both enjoyable and addictive. We will continue to seek such features for this game, but here is the difference: The going trend is to eliminate any feature that is not addictive. Our goal is to eliminate any feature that is not enjoyable.
Maybe that's naive. Perhaps this approach is doomed to fail... but it's hard to fail when our measurement for success is something we already posses; You can be certain this game will thoroughly enjoyed by those who are creating it.