The Bottom Feeder • 897 implied HN points • 12 Feb 26
- Games sell specific player experiences — measurable brain effects like dopamine, adrenaline-based reflex tests, thoughtful stimulation, art, or simply the feeling of time well spent.
- Elden Ring exemplifies selling a focused product: intense, reflex-driven combat that is preserved by avoiding easy modes and by streamlining anything that distracts from that core experience.
- Silksong illustrates selling extra "time-devouring" value alongside action, adding padding that some players see as good value and others find tedious, so designers must know which customers and experiences they’re targeting.