this post was submitted on 11 Jan 2026
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That fits. I think games where you need to care for a dumb little creature hit a couple buttons in our psychology. You want to make it do the right thing because you want to succeed at the game and get that reward of "it did good". It's struggling, which means you're paying attention to it, and it's doing so with enough charm that you're not just entirely indifferent. Most importantly, it needs to succeed often enough to make sure you know it can, and slowly get better so you have the long term satisfaction of having improved it. Extra bonus points if you can give a bit of wish fulfillment fantasy. "My sim who regularly eats old fish out of the trash is somehow a self employed artist who lives in a great house I got distracted and built to my dream specification. I would totally play pool until I wet myself and fell asleep crying on the floor."
I think there's actually a lot of truth to fun being related to frustration. If something is too easy you don't get the dopamine hit, because why would your brain reward you for learning something trivial? If it's too hard the path to most joy is giving up. At the sweet spot it's obviously possible, but you struggle enough that you get a dash of dopamine for succeeding. The trick is keeping the struggle varied or infrequent enough that you're brain doesn't declare it a source of diminishing returns.
Shitty mobile games are the king of it, since they have a standard/easy ramp that quickly moves to just above most people's threshold with the "out" of a loot box that has a chance to give you a bonus labeled as just a small boost. And they're normally $10/10, but the 50 packs is $15 for the moment, and since you're new you get $10 off....
Not-those types of games tend to just try for "balanced difficulty scaling".