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Incremental game

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1378: 160:(1995), where the player resets the progress of their game and gains another form of currency (prestige). This new currency is normally used to gain global bonuses that do not disappear after a reset, allowing the player to go further than the previous reset, or let the player replay the game with a greater power, often with several choices upon restart. This eventually would create an infinite game replays and various strategy of playing. It creates another layer of loop: players play from the start. 20: 514: 214:, developers may sell premium boost such as instant currency infusion (usually a percentage of current rate of income) or sometimes wrapped as a "time-warp" (instantly gain x-hours of future income), permanent boost multiplier that persist after each prestiging, instant prestige (claiming prestige without starting over), protection against negative events, 86:
initial action. A common theme is offering the player sources of income displayed as buildings such as factories or farms. These sources increase the currency production rate, but higher tier sources usually have an exponentially higher cost, so upgrading between tiers takes usually about the same time or even increasingly longer.
534:. Auto clickers are now widely used in cryptocurrency games, where users are meant to tap an interface repeatedly in order to earn cryptocurrency tokens. The auto clickers are in the form of bots that the users acquire to click the interface even when they are offline. Some practical cryptocurrency projects include 419:
attributed the popularity of idle games to their ability to provide unchallenging distractions that fit easily into a person's daily routine, while using themes and aesthetics of more sophisticated games so as to be appealing to a "core gamer" audience. Grayson also noted that the genre allowed for a
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Commenting on the parodic nature of the genre, Pecorella commented that " a genre that's almost doesn't want to exist; it's a joke, but despite itself, keeps being really successful", and on popular idle-games in general, "a lot of these are just glorified spreadsheet with some really neat mechanics
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On the other side, they may also deliver advertisements for players to receive minor rewards, such as short burst of cash, doubling offline earnings, small amount of premium currency, brief powerful boost/medium-length small boost, extra prestige points upon prestiging, relief of a negative status,
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is automation software or a macro that is generally used to automate the clicking (or tapping) process in idle games. A number of idle games employ clicking as a method to gain currency while active (to complement the idle element), and players may sometimes employ an auto clicker to automate this
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In an incremental game, players perform simple actions – usually clicking a button or object – which rewards the player with currency. The player may spend the currency to purchase items or abilities that allow the player to earn the currency faster or automatically, without needing to perform the
430:'s Justin Davis describes the genre as being tuned for a never-ending sense of escalation, as expensive upgrades and items rapidly become available, only to become trivial and replaced by more. This leads to the player feeling powerful and weak at the same time in pursuit of exponential progress. 167:
This mechanism is mostly optional; player could choose to "prestige" once they feel they hit the wall and felt their progress is getting slower (compared to the cost). This mechanism gives players a sense of a rush of progress, which feels very rewarding. Some games include multiple layers of
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This mechanism provides moments of joy spread out throughout the gameplay, to counter boredom and grinding feeling. The mechanism could also be tied to the previous mechanism of giving more power/rewards upon achieving a goal or achievement, which lead to optimization decision and meaningful
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Shooting games, RPGs, and other genres also starts to introduce short prestige loop or mini idle games within, while some introduces offline progress to entice players to return, allowing for genre blends, from idle rhythm games to RPGs, to puzzle and dating sims.
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part, thus getting resources/currency much faster. Pecorella, in his 2016 GDC summit talk, argued that auto clickers are considered necessary by any "serious" idle game players, and that it's not cheating, but rather an exploration of an
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This mechanism offers a low-pressure experience (one does not have to be constantly playing), no loss condition, and constant growth and feedback, which is ideal for social or mobile play patterns, and often result in a very high player
129:" concept in social games, where a player gets one energy per hour, for example. The difference being that in idle games this mechanism is natural, whereas in other social games, it is a construct intended to constrain the players. 132:
This mechanism may be more palatable to core gamers who dislike social games. It resonates with real world dialog (e.g., "I'm out of cash; I need to come back when I have more.") and gives players more control over their decision.
363:(2014, by Space Inch) was the first major mobile idle game success, although the idle elements in the game were heavily limited, requiring check-ins to progress. In 2015, the gaming press observed such games proliferating on the 297:(2009, by tukkun) which has elements of both active and idle games. The game was extremely complicated, content-rich, and constantly updated, and it helped popularize the genre. An idle game in Facebook platform, called 67:
which can be used to increase the rate of currency acquisition. In some games, even the clicking becomes unnecessary at some point, as the game plays itself, including in the player's absence; such games are called
323:(2015, by Cody Vigue / Hyper Hippo Games) also saw success as a browser game and was subsequently made available in many platforms. It was one of the first games to implement monetization, as well as 268:
was an early breeding ground for the genre, as some people just wanted to use the chat feature rather than actively play a game. The first game of the genre on Kongregate was aptly titled
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Sandcastle Builder is one of the most compelling, rewarding, and unique video games I've ever experienced. It is very close to earning a spot on my favorite games of all time short list.
276:), where the game ran by itself, and the players could just talk in the chat section of the game. One of the first visual idle games ("rudimentary RPGs" according to Pecorella) was 125:
This mechanism, in its core, involves a loop: the player logs in, spends all their currency, and logs out for a few hours. This is similar to (or even derived from) the "
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which calculates the progress of a player during the time they are offline, unlike previous browser-based idle games which only run when open in a browser window.
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The idle games genre has in many ways influenced other genres. Pecorella (2015) identified several genres that includes idle elements in their mechanics:
568: 1134: 313:, ... Facebook games distilled to their essence.", was the first to receive mainstream media attention. Another parody of idle games (and parody of 330:
Some idle games did not follow the infinite ending, and instead opt for finite ending, more like puzzle-like and exploration based, for example
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The rapid growth of cost, power and rewards is what makes incremental games fun and satisfying. They often incorporate very
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Alharthi, Sultan A.; Toups Dugas, Phoebe O.; Alsaedi, Olaa; Tanenbaum, Theresa Jean; Hammer, Jessica (January 2018).
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Alharthi, Sultan A.; Alsaedi, Olaa; Toups Dugas, Phoebe O.; Tanenbaum, Theresa Jean; Hammer, Jessica (April 2018).
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You can also "ascend" to essentially start over, but you'll unlock more special powers in the process.
2172: 2078: 2017: 1183: 1149: 712: 405:(through ads or other venues), premium contents, and other game mechanics are slowly being added in. 2062: 1632: 1523: 1505: 1358: 122:(e.g. "duoquadragintillion"), which sometimes make recording high scores a problem for the server. 1997: 1687: 1515: 2045: 2040: 1956: 1834: 1609: 1420: 1394: 1377: 1348: 281: 1992: 1961: 1951: 1727: 1577: 1455: 1386: 437:) described his own works as "non-games". In early 2014, Orteil released an early version of 2055: 1946: 1790: 1586: 1280: 1238: 995: 319: 211: 198: 1120: 8: 1812: 1762: 1717: 1550: 1430: 115: 99: 2213: 2155: 1817: 1785: 1660: 1637: 1493: 1463: 1298: 1268: 1100: 95: 91: 1122:
The Pleasure of Playing Less: A Study of Incremental Games through the Lens of Kittens
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The early pioneers of idle games also saw some games parodying the genre, such as
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As a late-game or advanced mechanism, some games feature a reset-based system or "
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system (random draws of a character or a permanent bonus), and event currencies.
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feature endings that can be reached after a certain amount of progress is made.
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prestiging, thereby making new content, meta-currencies or gameplay available.
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by Divine Games (2015), introduced abdicating, reincarnating, and ascending.
164:(2014, by Game Hive) is a pioneer of the prestige mechanics in mobile games. 151: 111: 1130: 1086: 1079:
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
80: 2203: 2165: 2007: 1857: 1775: 1440: 1402: 1363: 1263: 1243: 1225: 717:(Recorded presentation with slides.). Game Developer Conference (GDC) 2015. 665:"Numbers Getting Bigger: What Are Incremental Games, and Why Are They Fun?" 526: 518: 402: 118:(1x10/10E 34), shorthands (1M, 1T, etc.), shorthand (1a, 1b, 1aa, 1ab), or 19: 1018: 232: 2114: 2088: 1911: 1884: 1862: 1665: 1614: 1258: 1193: 889: 471: 381: 332: 299: 286: 1081:. Montreal, Canada: Association for Computing Machinery. pp. 1–15. 492:
Launch games (tight-loop prestige/newgame+ mechanic, not the idling one
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wide variety of game mechanics and themes, such as fantasy, sci-fi and
353: 314: 304: 265: 237: 216: 192: 48: 812:"The Inside Story of the Most Incredible Video Game No One Has Played" 307:), which according to the author is, "a satire and playable theory of 1934: 1852: 1555: 1533: 535: 309: 1141: 2198: 2150: 2096: 2022: 2012: 1891: 1604: 1118: 1072: 380:(2013, by Eternal Density) which was based on the xkcd comic 1190: 52: 98:(or perhaps high-degree polynomial growth), which is countered by 1498: 459: 424:, to provide sufficient perceived depth to avoid boring players. 421: 343:
Incremental games gained popularity in 2013 after the success of
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Idle Games: The Mechanics and Monetization of Self-Playing Games
634:"The most addictive new game on the Internet is actually a joke" 513: 783: 599: 415: 261: 2143: 1984: 779:"Clicker Heroes Is Super Popular On Steam... For Some Reason" 595:"Clicker Heroes Is Super Popular On Steam... For Some Reason" 969:"The cult of the cookie clicker: When is a game not a game?" 839: 254:
summit talks, the creation of the genre was attributed to
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allow the players to play indefinitely, while games like
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Progress without interaction, or very limited interaction
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consists of the player performing simple actions such as
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in their calculation of rewards/power, either using
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Chinese MMORPGs (skipping the early games through "
433:Julien "Orteil" Thiennot (creator of games such as 376:Other idle games that have become classic includes 583: 770: 180:Incremental games vary as to whether they have a 2235: 915:"Clicker Games Are Suddenly Everywhere On Steam" 280:(2008, by Ayumilove), which was a parody of bot 290:game, a famous MMORPG from Korea at that time. 946:"Inside Cookie Clicker and the Idle Game Move" 721: 136: 1157: 120:special naming schemes for very large numbers 706: 704: 702: 1075:"Playing to Wait: A Taxonomy of Idle Games" 700: 698: 696: 694: 692: 690: 688: 686: 684: 682: 1164: 1150: 887: 627: 625: 552: 367:distribution platform with titles such as 1042: 1016: 966: 679: 512: 231: 18: 960: 912: 862: 776: 656: 622: 592: 481:mode" and going straight to end-game): 2236: 1137:from the original on October 28, 2018. 1114:from the original on October 28, 2018. 1019:"A Brief Look at the Idle Games Genre" 751: 631: 250:According to Anthony Pecorella in his 28:(2002), considered the first idle game 1171: 1145: 967:Crecente, Brian (30 September 2013). 943: 809: 457:Real-time social and strategy games: 837: 662: 558: 264:. He argued that the gaming website 729:"Earliest idle games on Kongregate" 711:Anthony Pecorella (February 2015). 561:"Candy Box game needs a stupid app" 401:During the evolution of the genre, 357:were based on the same principles. 176:Open-ended or closed gameplay loops 13: 1066: 632:Sankin, Aaron (12 February 2014). 336:(2013, by Doublespeak Games), and 14: 2260: 1043:Pecorella, Anthony (2016-03-18). 1017:Pecorella, Anthony (2016-04-05). 944:Davis, Justin (10 October 2013). 644:from the original on 18 July 2020 571:from the original on 4 March 2020 347:, although earlier games such as 1376: 1051:. Kongregate.com. pp. 87–88 913:Grayson, Nathan (30 July 2015). 145: 59:on the screen repeatedly. This " 1036: 1010: 996:"Idle Game Maker Documentation" 988: 937: 906: 881: 856: 831: 777:Grayson, Nathan (18 May 2015). 663:King, Alexander (22 May 2015). 593:Grayson, Nathan (18 May 2015). 508: 205: 105: 803: 745: 1: 545: 810:Davis, Justin (2015-01-08). 448: 408: 75: 7: 310:social games circa that era 137:Many goals and achievements 10: 2265: 1374: 278:Ayumilove's HackerStory v1 227: 2191: 2107: 2071: 2033: 1927: 1920: 1845: 1761: 1736: 1686: 1651: 1623: 1585: 1576: 1514: 1484: 1454: 1411: 1385: 1312: 1289: 1224: 1201: 1192: 1184:List of video game genres 1179: 1476:Digital collectible card 1045:"Idle Chatter: GDC 2016" 1561:Roguelike deck-building 1469:Roguelike deck-building 1087:10.1145/3173574.3174195 373:(2014, by Playsaurus). 47:(in mobile games), are 522: 485:using auto-path mode, 398:(2014, by Bloodrizer) 247: 29: 1803:Tactical role-playing 1568:Tactical role-playing 1131:10.1184/R1/6686957.v1 516: 235: 94:. It often relies on 22: 2183:Vertically scrolling 998:. Orteil.dashnet.org 791:on 12 September 2017 752:Bogost, Ian (2017). 607:on 12 September 2017 320:AdVenture Capitalist 212:AdVenture Capitalist 199:Universal Paperclips 154:", a term coined by 116:scientific notations 1813:Turn-based strategy 1718:Submarine simulator 1524:Action role-playing 1431:Interactive fiction 888:Bloodrizer (2014). 559:Mark (8 May 2013). 340:(2013, by aniwey). 272:(July 24, 2007, by 241:, a predecessor of 100:diminishing returns 63:" earns the player 2214:Video game modding 2156:Nonlinear gameplay 1818:Turn-based tactics 1786:Real-time strategy 523: 413:Nathan Grayson of 394:(by FaeDine), and 378:Sandcastle Builder 248: 96:exponential growth 33:Incremental games, 30: 2249:Incremental games 2244:Video game genres 2231: 2230: 2227: 2226: 2219:Video game remake 2127:Emergent gameplay 1798:Real-time tactics 1757: 1756: 1696:Flight simulation 1426:Graphic adventure 1372: 1371: 1173:Video game genres 1096:978-1-4503-5620-6 390:(2014, by Cirr), 182:victory condition 2256: 2209:Video game clone 1925: 1924: 1921:Related concepts 1728:Vehicular combat 1583: 1582: 1456:Digital tabletop 1436:Interactive film 1396:Grand Theft Auto 1387:Action-adventure 1380: 1337:Platform fighter 1216:Platform fighter 1199: 1198: 1166: 1159: 1152: 1143: 1142: 1138: 1115: 1113: 1060: 1059: 1057: 1056: 1040: 1034: 1033: 1031: 1030: 1025:. 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Archived from 590: 581: 580: 578: 576: 556: 65:in-game currency 2264: 2263: 2259: 2258: 2257: 2255: 2254: 2253: 2234: 2233: 2232: 2223: 2187: 2178:Twitch gameplay 2103: 2067: 2029: 1916: 1868:Survival horror 1841: 1791:Time management 1753: 1732: 1723:Train simulator 1682: 1647: 1619: 1572: 1510: 1480: 1450: 1407: 1381: 1368: 1308: 1304:Survival horror 1285: 1220: 1188: 1175: 1170: 1111: 1097: 1069: 1067:Further reading 1064: 1063: 1054: 1052: 1049:Kongregate Blog 1041: 1037: 1028: 1026: 1023:Kongregate Blog 1015: 1011: 1001: 999: 994: 993: 989: 979: 977: 965: 961: 951: 949: 942: 938: 928: 926: 925:on 31 July 2015 911: 907: 898: 896: 886: 882: 873: 871: 861: 857: 848: 846: 836: 832: 820: 818: 808: 804: 794: 792: 775: 771: 762: 760: 750: 746: 737: 735: 727: 726: 722: 710: 709: 680: 670: 668: 661: 657: 647: 645: 630: 623: 610: 608: 591: 584: 574: 572: 557: 553: 548: 542:, and Notcoin. 532:error in design 511: 500:, among others. 498:Curl Up and Fly 451: 439:Idle Game Maker 411: 325:offline earning 270:Kongregate Chat 230: 208: 178: 148: 139: 127:energy currency 108: 83: 78: 17: 16:Video game type 12: 11: 5: 2262: 2252: 2251: 2246: 2229: 2228: 2225: 2224: 2222: 2221: 2216: 2211: 2206: 2201: 2195: 2193: 2189: 2188: 2186: 2185: 2180: 2175: 2173:Side-scrolling 2170: 2169: 2168: 2163: 2153: 2148: 2141: 2134: 2129: 2124: 2123: 2122: 2111: 2109: 2105: 2104: 2102: 2101: 2100: 2099: 2094: 2081: 2075: 2073: 2069: 2068: 2066: 2065: 2060: 2059: 2058: 2053: 2048: 2037: 2035: 2031: 2030: 2028: 2027: 2026: 2025: 2020: 2018:Climate change 2015: 2005: 2000: 1995: 1990: 1989: 1988: 1976: 1969: 1964: 1959: 1954: 1949: 1944: 1937: 1931: 1929: 1922: 1918: 1917: 1915: 1914: 1909: 1904: 1899: 1894: 1889: 1888: 1887: 1877: 1872: 1871: 1870: 1860: 1855: 1849: 1847: 1843: 1842: 1840: 1839: 1838: 1837: 1835:Grand strategy 1827: 1826: 1825: 1815: 1810: 1805: 1800: 1795: 1794: 1793: 1783: 1778: 1773: 1767: 1765: 1759: 1758: 1755: 1754: 1752: 1751: 1746: 1740: 1738: 1734: 1733: 1731: 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Retrieved 1048: 1038: 1027:. Retrieved 1022: 1012: 1000:. Retrieved 990: 978:. Retrieved 972: 962: 950:. Retrieved 939: 927:. Retrieved 923:the original 918: 908: 897:. Retrieved 893: 883: 872:. Retrieved 868: 858: 847:. Retrieved 843: 840:"Shark Game" 833: 825: 819:. Retrieved 815: 805: 793:. Retrieved 789:the original 782: 772: 761:. Retrieved 757: 747: 736:. Retrieved 732: 723: 713: 669:. Retrieved 658: 646:. Retrieved 616: 609:. Retrieved 605:the original 598: 573:. Retrieved 564: 554: 531: 527:auto clicker 524: 519:auto clicker 509:Auto clicker 503: 497: 493: 486: 482: 470: 464: 458: 452: 443: 438: 434: 432: 426: 414: 412: 403:monetization 400: 396:Kittens Game 395: 391: 387: 382: 377: 375: 368: 360:Make It Rain 358: 352: 348: 344: 342: 337: 331: 329: 324: 318: 308: 298: 294: 292: 285: 277: 269: 255: 249: 242: 236: 222: 215: 209: 206:Monetization 197: 191: 185: 179: 169: 166: 161: 155: 149: 140: 131: 124: 109: 106:Rapid growth 88: 84: 69: 44: 43:(on PCs) or 40: 36: 32: 31: 23: 2120:Hypercasual 2041:Multiplayer 1957:Educational 1907:Programming 1902:Photography 1875:Incremental 1671:Kart racing 1615:Virtual pet 1446:Walking sim 1421:Escape room 1320:Beat 'em up 1259:Bullet hell 869:faedine.com 472:Game of War 349:Cow Clicker 333:A Dark Room 300:Cow Clicker 287:Maple Story 274:John Cooney 142:direction. 49:video games 2238:Categories 2161:Open world 2072:Production 1993:Nonviolent 1676:Sim racing 1643:Government 1578:Simulation 1269:Twin-stick 1203:Platformer 1055:2021-02-17 1029:2021-02-17 980:1 November 899:2021-02-17 874:2021-02-17 849:2021-02-17 821:2021-02-17 763:2021-02-16 738:2021-02-16 733:Kongregate 667:. Tutsplus 546:References 538:projects, 466:Mafia Wars 388:Shark Game 354:Candy Box! 338:Candy Box! 315:capitalism 305:Ian Bogost 303:(2010, by 266:Kongregate 238:Candy Box! 193:Candy Box! 162:Tap Titans 70:idle games 1947:Christian 1935:Advergame 1823:Artillery 1556:Roguelike 1534:Soulslike 1413:Adventure 1249:Light gun 536:meme coin 483:Mythborne 449:Influence 409:Reception 317:) called 295:Anti-Idle 92:retention 76:Mechanics 45:tap games 2199:Minigame 2151:Masocore 2097:Fan game 1967:Licensed 1892:Non-game 1763:Strategy 1633:Business 1332:Fighting 1291:Survival 1276:Tactical 1135:Archived 1109:Archived 844:Cirri.al 642:Archived 569:Archived 521:software 445:in it." 282:grinding 61:grinding 57:clicking 53:gameplay 2166:Sandbox 2008:Serious 1941:BishĹŤjo 1858:Fitness 1830:Wargame 1688:Vehicle 1661:Fishing 1600:Farming 1500:Sokoban 1364:Stealth 1350:Pac-Man 1226:Shooter 1105:5039415 1002:10 July 974:Polygon 952:2 April 929:31 July 865:"Crank" 816:IGN.com 795:31 July 648:17 June 611:31 July 540:TapSwap 487:Wartune 460:Hay Day 422:erotica 262:MMORPGs 228:History 2115:Casual 2108:Design 2090:Doujin 2003:Sci-fi 1979:Sexual 1952:Comedy 1928:Themes 1912:Typing 1885:Rhythm 1863:Horror 1701:Combat 1666:Racing 1653:Sports 1610:Social 1595:Dating 1546:MMORPG 1486:Puzzle 1194:Action 1103:  1093:  919:Kotaku 784:Kotaku 671:8 June 600:Kotaku 575:27 May 494:per se 416:Kotaku 51:whose 2192:Other 2145:Kaizo 2138:Gacha 2084:Indie 2046:Co-op 1985:Eroge 1973:Otome 1962:Girls 1897:Party 1880:Music 1737:Other 1711:Space 1398:clone 1359:Snake 1352:clone 1313:Other 1234:Arena 1112:(PDF) 1101:S2CID 948:. IGN 392:Crank 365:Steam 284:in a 224:etc. 217:gacha 2092:soft 2023:News 1853:Cozy 1781:MOBA 1587:Life 1344:Maze 1264:Rail 1244:Hero 1091:ISBN 1004:2014 982:2013 954:2014 931:2015 797:2015 673:2015 650:2014 613:2015 577:2015 383:Time 351:and 2132:FMV 2079:AAA 2056:PVP 2051:MMO 2013:Art 1625:CMS 1605:God 1127:doi 1083:doi 525:An 496:): 479:AFK 428:IGN 252:GDC 196:or 2240:: 1771:4X 1133:. 1107:. 1099:. 1089:. 1077:. 1047:. 1021:. 971:. 917:. 892:. 867:. 842:. 824:. 814:. 781:. 756:. 731:. 681:^ 640:. 636:. 624:^ 615:. 597:. 585:^ 567:. 563:. 469:, 463:, 386:, 102:. 72:. 39:, 1165:e 1158:t 1151:v 1129:: 1085:: 1058:. 1032:. 1006:. 984:. 956:. 933:. 902:. 877:. 852:. 799:. 766:. 741:. 675:. 652:. 579:.

Index


Progress Quest
video games
gameplay
clicking
grinding
in-game currency
retention
exponential growth
diminishing returns
large numbers
scientific notations
special naming schemes for very large numbers
energy currency
New Game Plus
Chrono Trigger
victory condition
Cookie Clicker
Candy Box!
Universal Paperclips
AdVenture Capitalist
gacha

Candy Box!
Cookie Clicker
GDC
Progress Quest
MMORPGs
Kongregate
John Cooney

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