![]() Legendary characters and weapons are most useful at the beginning of the game, making the player feel great when a familiar face shows up at their vault door. The first is opening a lunchbox (usually) feels rewarding. First Lunchbox: This is the high point of the game for two reasons.Let’s briefly deconstruct each of the 13 points. After the mid-point, gameplay is comprised of long term goals, goals that may take over a week to accomplish. Up to the mid-point, the game gives just enough to keep players engaged. ![]() If we accept this graph, we see a huge valley right at the mid-point of the unlock schedule. To better explain how Fallout: Shelter wavers in player interaction, I’ve made the following graph: Some provide the player far more satisfaction than others. That having been said, not all unlocked rooms are equal. Although unlocking a new room feels interactive, it is really just the beginning of a new timer. Because new rooms are built instantly and there’s an emphasis on collecting better equipment, players feel like they’re doing more than they are. What separates Fallout: Shelter from similar time-lapsing mobile games is the illusion of agency. ![]() You send people out into the wasteland and you wait. You put dwellers into the right room and you wait. The majority of Fallout: Shelter is built upon waiting. Rather than providing a consistent curve of player interaction, Fallout: Shelter suffers from peaks and valleys. Although this game does a lot right, it also takes a few missteps. The art direction has a lot of charm, the gameplay is smooth and can be picked up in a few minutes, and it feels great to do whatever is necessary to earn a lunchbox. If you follow The Rad-Lands on Twitter, you might know I’ve been playing a lot of Fallout: Shelter recently.
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