Game Design Library is a hand-curated, catalogued collection of game design links. Learn more
https://www.youtube.com/watch?v=hbzGO_Qonu0
engagement pacing intensity difficulty core loop goals
How to keep players engaged, without addictive evil design? Pacing (varying the intensity) of the pillars (core gameplay) such as alternating puzzles with action or cutscenes; anticipation and foreshadowing (what's behind that giant door?), mysteries (including narrative), long-term goals like collectables or map completion, and compelling challenge (not too easy or difficult)