Doom can be brilliant and still lose you

19 min read

By Eduardo Orellana ·

Doom, id Software, 2016, has some of the best fights in the genre, and a player can still drift off before the end. Attention is a design problem.

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Craft does not guarantee the middle

A game can be very good and still lose people in the middle. Doom, id Software, 2016, is the awkward example, because the combat is some of the sharpest the shooter has produced and it is still possible to respect it and wander off. The obvious diagnosis is that the player lacks commitment. The fairer one is that the game stopped giving them a new question.

Engagement that is not a trap is a sequence of questions you want answered, plus the honesty to vary the task before mastery turns into chore. Daily rewards, manufactured scarcity, and a bar that scolds you for leaving are the other toolkit, and they work until the player notices the toolkit. Curiosity is slower to build and harder to fake. A middle that only escalates the same fight is how a great game becomes a long one.

Holding attention is not the same as hooking someone

A game can be very good and still lose its player somewhere in the middle. Take Doom 2016. The combat is some of the sharpest the shooter genre has produced, and yet it is easy to picture someone who loves those fights, respects the craft behind them, and still drifts off before the final level.

Meanwhile, plenty of games with a weaker minute-to-minute feel keep their players locked in right through to the end. The gap between those two outcomes is worth chasing, because it points at a specific design question: what makes continuing feel like the obvious thing to do?

Note the word being used here. The target is engaging, not addictive. Designers with any sense of responsibility are not trying to build something a player is unable to quit. Skinner boxes, daily login rewards, decaying resources, and manufactured loss aversion all belong to a different craft, one that converts compulsion into retention numbers.

The two approaches pull in opposite directions. A compulsive pattern works by making the act of stopping feel expensive or irrational. An engaging pattern works by making the act of continuing feel like a choice the player is glad to make. Control stays with the player; the game has simply built enough rhythm, curiosity, and purpose that one more room, one more day, or one more attempt sounds good.

So the real question is how a game earns that next step. The answers are all things a player can feel: the rhythm shifts, a question is left hanging, a goal comes into view, a hard fight starts to look winnable, or something unfamiliar appears on the horizon. Each of those holds attention without taking it hostage.

Rhythm is what stops a long game wearing thin

Pacing is the shape of play over time, and it is one of the biggest factors in whether a game keeps its grip. Good pacing is what stands between a game and the states of boring, repetitive, exhausting, or numbing. Speed is only part of it. The heart of pacing is timing the moments where the game changes what it asks for.

You can end up with a pacing problem while every individual component is excellent. One encounter in a great combat system feels superb; ten near-identical encounters back to back feel like work. Five minutes of quiet exploration reads as atmosphere; twenty minutes reads as emptiness. Players are not only grading each activity in isolation. They are feeling the sequence those activities add up to.

Uncharted illustrates this well, because it is built out of several distinct pillars: gunfights, climbing, puzzle solving, cinematic set pieces, and stretches of non-interactive story. Naughty Dog keeps rotating between them and almost never dwells too long on any one. Right around the point where another shootout would start to grate, the game hands you a traversal sequence, a puzzle, an area to poke around in, or a spectacle.

The lesson is not that every game needs that exact set of pillars. It is that a game should know what kind of attention each of its activities consumes. Combat wants threat-reading, aim, movement, and reaction. Climbing wants spatial reading and timing. A puzzle wants you to slow down and reason. A cutscene wants you to take in context. Rotating between those demands is what refreshes a player.

Intensity works the same way. Puzzles usually sit calmer than firefights; a chase runs louder than a slow walk through a ruin. Stay quiet too long and the game turns dull, but hold the volume at maximum too long and it turns tiring, or worse, numbing. Someone has to be shaping that curve deliberately.

Uncharted 2 is the showcase. It moves out of calm climbing and puzzle work into a ferocious firefight through a city. It eases down into a quieter train yard, escalates again with a running battle along a moving train, and tops out in a huge cinematic peak. Then it does the surprising thing. It drops into the calmest stretch in the whole game: recovery in a Tibetan village, and a puzzle-led mountain journey alongside Tenzin. Then it climbs back up into a siege on that same village.

What makes that run work is that no single emotion is asked for over hours. The player gets room to breathe before being wound up again, and each kind of play makes the kind that follows feel newly interesting.

Authoring a curve that precise is far easier in a tightly controlled linear game than in an open world where the player picks their own route. The principle still transfers, though. When an open world offers activities that genuinely differ from one another, the player takes over the job of modulating their own fun. They abandon a fight for some exploring, drop collecting for a quest, park a hard objective and go do something gentler, then come back once the mood has turned.

That handover only works when the activities are different enough to actually change how the player feels. A map covered in icons is not paced by default. If every icon resolves into the same encounter, repetition creeps back in regardless of the count. Open-world pacing is not a question of quantity. It is a question of offering enough genuinely distinct kinds of play that the player can pick the pressure, length, and intensity they want next.

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Fresh ideas keep giving a reason to play on

Rotating between pillars you already have is only half of pacing. The other half is the rate at which the game introduces things the player has not seen: new places, mechanics, enemies, hazards, tools, objectives, or rule combinations. Novelty is what creates the sense that a game still has more up its sleeve.

A new idea need not be a whole system. It can be a small twist that repurposes a move the player already owns, a room that reframes a familiar hazard, an enemy that demands a different answer, or an area with a completely different emotional temperature. What matters is that a fresh question forms in the player's head.

Mario is the master class. The core verb rarely changes much, so the game has a narrower spread of pillars than a cinematic action adventure does. Yet stage after stage, it finds another angle on the same jumping. One level hangs on a temporary power, the next on an odd hazard, the next on a restriction to how you move. Or a new enemy. Or a gimmick that shows up once and vanishes before anyone tires of it.

Over time, the player learns to trust the pattern of surprise. They cannot predict the contents of the next stage, but they are confident it holds some wrinkle they have not met. The game turns into a chain of small promises: keep going and there will be a new toy, a new problem, or a new way to think about a jump.

That drip of new ideas keeps curiosity alive. The question stops being only "can I clear this level?" and becomes "what is the next one going to ask of me?" Even with a familiar core verb, a steady supply of novelty makes a game feel generous.

Novelty is not free, though. Every new thing produces a spike of excitement, and every spike decays. A game leaning on nothing but delivery finds its player needing the next delivery sooner and sooner. That is precisely why novelty gets stronger when anticipation is attached to it, so the excitement can start before the thing arrives.

It is also why new ideas should be rationed rather than dumped. Front-load every mechanic, area, and enemy and the player is swamped while the game runs out of surprises to spend later. A steady cycle of introduce, use, vary, retire is what stops novelty from turning into noise.

Anticipation makes new content pull before it arrives

Mystery, anticipation, and foreshadowing convert content the player has not reached into motivation they feel right now. Rather than simply handing over something new, the game signals that the new thing exists somewhere and lets the player sit with the question.

The Witness pulls this early. Shortly after the opening area, a lot of players run into a door guarded by a puzzle their current knowledge cannot crack. It lodges in the mind. They do not know what is on the other side, and may not even know which rule they are missing, but the unanswered question becomes fuel for more exploring.

What makes that door effective is that it turns a gap in knowledge into an objective. The player now has proof that the island runs on rules they have not learned. That lands harder than an ordinary locked gate, because the obstacle is intellectual rather than physical. They want to find out what kind of thinking will make an apparently impossible puzzle possible.

Dark Souls uses the same lever. Catching sight of Sen's Fortress behind an enormous sealed door makes a plain but potent promise: something important is back there. A large part of why the Souls games resist being put down is that they keep the player wondering what sits around the next corner, past the next gate, or beyond the next thing that looks impassable.

Metroidvanias run on this structure almost continuously. Hollow Knight establishes early that interesting powers are coming, then declines to spell out what they are. Instead the world keeps showing routes that cannot be taken yet: gaps too wide, walls the current toolkit will not open, spaces sitting just out of reach. The player starts wanting the ability that will make sense of them.

Those blocked routes do more than obstruct. They are previews of a future version of the player. Each unreachable ledge quietly suggests they may become the kind of character who walks through here, which reframes backtracking as anticipation rather than tidying up. The world has been banking promises to pay out later.

Economically, this is a bargain. A new ability is exciting on arrival, but foreshadowing gets the excitement started well before that. The game can stretch further between drops of content because the promise is already carrying weight.

Narrative mystery does the same job with different material. Books and television have always used cliffhangers and open questions to keep an audience returning, and games are less consistent at borrowing the technique. Firewatch is one that manages it. A man staffing a fire lookout tower gets tangled in a thriller, and the questions it refuses to answer are enough to carry a player through, because they need to know how it lands. The ending carries a lot of weight precisely because the mystery has been pulling for hours.

The catch is that mystery is a debt. Tease a door, a fortress, a power, or a resolution, and the eventual answer has to justify the wait. Curiosity will keep a player moving, but only for as long as the game treats that curiosity with respect.

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Distant ambitions work only when progress is visible

Few things hold a player like measurable movement toward something far away. A level cap, a map of collectibles, an upgraded base, a finished build, a mature farm, a filled-in skill tree: any of these can absorb enormous amounts of time. What makes them work is the game giving the player several reasons to care about the trip itself.

A distant goal falls flat when the player cannot picture the point of reaching it. "Hit the cap" or "clear the map" curdles into a chore if the endpoint stays abstract. The strong ones plant a fantasy the player can hold in mind: a place transformed, a character who can finally do everything, a set completed, or a machine humming along because they assembled it.

Stardew Valley demonstrates this cleanly. You arrive at an overgrown plot with barely any money. Given enough seasons, that plot becomes a productive farm pulling in serious income. The image of that finished farm is strong enough to carry a great many hours of labor, much of it repetitive.

The repetition survives because it visibly feeds the transformation. Planting, watering, harvesting and selling is not just another day of chores. It is another increment toward a farm that looks different, earns differently, and shows the player's choices back to them more clearly than it did on day one.

A lot of the pull is expression. That farm becomes yours specifically. You settle its layout, its crops, its animals, which relationships you invest in, what you prioritize, how your days run. The long-term goal is not a checklist so much as an object you are shaping and can feel proud of.

Crucially, the long haul stays stocked with short goals. The community center, new buildings, house upgrades, seasonal cutoffs, tool improvements, and relationship milestones all supply something to aim at right now. Those nearer targets are what keep the big ambition feeling reachable, because there is always something smaller in front of you.

Short goals also stop the dream going vague. "Build a great farm eventually" gives no instruction for the next hour. "Afford one building, finish one bundle, get this crop in before the season turns, save for the next tool" converts the fantasy into a run of concrete decisions.

Planning does its own work. Stardew Valley wants you thinking across crops, animals, seasons, cash, and relationships at once. The player is not simply plodding toward a far-off marker. They are making strategic calls that may get them there faster, or in a shape they prefer.

That is what turns waiting into intent. Planting a crop now because it will mature before the season flips, or holding money now because a building unlocks a better loop later, asks the player to imagine a future and act on it in the present. Delayed payoff of that kind beats a steady drip of handouts by a wide margin.

Exponential growth adds another layer. A little money buys seeds and better tools, which produce more money, which buys more, until the numbers are unrecognizable. That positive feedback loop turns up across a lot of engaging games. Monster Hunter runs on it too: hunts yield materials, materials become upgrades, and upgrades open up monsters that were out of reach before.

Positive feedback holds attention because every cycle changes the player's relationship with the game. Something slow becomes efficient. A monster that was terrifying becomes a supply run. A patch of land that demanded manual labor becomes one component of a bigger machine. Yesterday's effort is legible in how today plays.

Then there is the specific pleasure of optimizing. In Stardew Valley, hand-watering every square eventually gives way to sprinklers that handle it for you. Factorio builds an entire game out of that appeal: gather by hand, build machines to gather instead, then build the systems that feed those machines, power them, and keep sprawling outward. The urge to construct something that runs itself is remarkably strong.

Long-term goals also give players something to daydream about. A skill tree is not compelling because it has boxes waiting to be ticked. It is compelling because the player pictures a later version of their character wielding all of it and making short work of problems that were brutal at the start. The goal becomes an image of future power, or elegance, or mastery, or self-expression.

That image is what gives the present grind its meaning. Nobody is collecting points for the sake of points. They are collecting the option of a different play style later, a stronger build, a tidier system, or the moment an early wall finally becomes trivial.

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Difficulty keeps its grip only while it stays fair

A compelling challenge is another engine for engagement. Ask the player to demonstrate mastery in varied, interesting circumstances and they will keep showing up for a long stretch. All of which rests on how well the difficulty is tuned.

The challenge has to keep changing shape. Demand the same dodge, the same shot, the same route enough times and mastery decays into routine. Varied situations let the player bring what they know into conditions they have not met, which is the point where difficulty becomes engaging instead of merely taxing.

Players slide into a flow state when the challenge sits between too easy to care and too hard to enjoy. Resident Evil 4 comes up often in this conversation for its use of dynamic difficulty to hold the player near that band. Most games do not adjust on the fly, though, and reach the same place through a carefully tested curve instead.

Hitting that band is hard because the player's skill will not stay still. Early on a basic enemy generates real pressure. Later the same enemy needs a new context, a different arena, or the company of other threats to matter at all. So tuning is never purely a question of health and damage numbers. It depends on what the player has come to understand by that point.

Failure is not automatically a defect. Some of the most gripping games are built almost entirely out of it. Tetris and Spelunky will beat a player again and again, and the player keeps coming back. As long as attempts are short, each run leaves a sense of improvement, and the next session promises to be meaningfully different from the last. Randomized generation helps here, provided the player still feels responsible for learning and adapting.

What makes a failure loop hold is the player's ability to picture the next run going better. They spotted the mistake, learned a pattern, clocked a risk, or found a safer line. Opaque failure sends people away annoyed. Instructive failure gets them restarting immediately, because the next attempt already has a purpose attached.

Challenge does not have to arrive as a constant stream of reflex checks either. A game can pressure problem solving, spatial awareness, planning, memory, resource management, or plain decision making. Mental strain can offset physical strain and hand the player a second kind of mastery to chase.

Which loops back to pacing. Work the same muscle for every challenge and the game still flattens out. A hard fight, a navigation puzzle, a risky route decision, and a consequential upgrade choice are all engaging, but they engage through different channels. Rotating the type of pressure keeps a player alert without simply turning the difficulty dial up.

That matters most across a long game. A player will often take an intense action sequence if a calmer puzzle preceded it, or a demanding planning decision after a run of pure reflex. Sustaining challenge gets much easier once the game remembers the player has more than one kind of attention to spend.

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No single hook works on every player

Taken together, these factors explain why certain games become impossible to shelve while others quietly lose their hold. For some players nothing beats new experiences delivered through mystery and anticipation. Dark Souls, Metroid, Hollow Knight, and The Witness all become hard to walk away from, because every unresolved space is a promise of a discovery to come.

Those players are usually being pulled by a single thought: I just want to see what is next. The specific payoff is unknown, but the game has trained them to expect that the next room, gate, ability, or solved puzzle will reframe something they thought they already understood.

The same factors explain how a brilliant game can still lose someone. Doom 2016 is excellent, and its pacing can also wear a player down when long runs of maximum-intensity combat start to blur together. Titanfall 2 sits at the other end, constantly changing the player's situation, tools, spaces, and surprises. That churn of novelty can carry someone all the way through despite a much shorter running time.

That is not a verdict that one game beats the other across the board. It says engagement depends on what a particular player needs from the sequence. Someone who wants sustained combat pressure will react differently from someone who needs frequent novelty or regular quiet. One design pattern can energize one person and drain the next.

Players chase different hooks generally. Some need to compete against other people. Some want rewards they can display. Some are driven by mastery, some by curiosity, some by completion, some by self-expression. No universal engagement lever exists.

So the productive move is not to copy whichever retention pattern is fashionable. It is to work out which kind of engagement belongs to the game in front of you. Should the player be chasing a mystery, refining a system, surviving a fair fight, building toward a dream, or riding a carefully shaped rhythm? Whichever answer matches the experience you are actually trying to create is the right one.

With that settled, the rest of the decisions sharpen up. A mystery-led game has to protect curiosity and pay it off. A challenge-led game has to protect fairness and improvement. A goal-led game has to protect visible progress and player ownership. A pacing-led adventure has to protect contrast. Engagement gets much easier to design once the game knows which desire it is trying to create.

Earning the next step instead of extracting it

Engagement done honestly is not about trapping anybody. It is about making the next step worth taking. Pacing keeps the minute-to-minute from going stale. Novelty supplies things to discover. Mystery makes future content pull before it lands. Long-term goals give the player something to build toward. Challenge gives them something to prove.

When engagement sags, the sag usually names the missing tool. Feels repetitive: change the pillar, the intensity, or the situation. Feels aimless: the goal is unclear or the next milestone is too far off. Feels exhausting: it needs contrast. Feels predictable: it needs novelty or an open question. Feels arbitrary: the difficulty curve needs work.

None of those require punishing a player for leaving, exploiting a fear of loss, or training a checking habit. They work by making the game itself more interesting. The player continues because they want to see, solve, build, master, or understand something.

A useful exercise: think of the last game that swallowed a weekend and work out precisely why it was so hard to stop. Was it the rhythm? An unanswered question? The slow climb toward a goal? A skill curve you could feel? The way each failure made the next attempt look more promising?

Run the same exercise on the games that lost you. Did an activity outstay its welcome? Did the flow of new ideas dry up? Was the long-term goal too abstract to picture? Did failure stop teaching you anything? Did the mystery fail to pay off? Those questions get you much further than declaring a game too long or too short.

Your answers will not match anyone else's, and that is exactly the point. Engagement is strongest when it grows out of what a game actually values. As for your own game, the honest test is not a theory about the player. It is the build in front of you. Get it running, play it, and notice where you personally start looking for something else to do. The goal is never to keep players forever. It is to make the time they choose to give feel alive, varied, and worth extending.

Build it in Flockbay

In the Flockbay app, build three encounters that share a combat and change the question each time: a new constraint, a new goal, not just more enemies. Play them in a row. If the third is only louder, you are on the path to the drift.

An AI FPS maker and a boomer-shooter template make the repeated fight very easy to produce. Demand the new question in the brief.

Flockbay

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