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Fallosophy was born out of frustration with how much modern game design has become dominated by extrinsic motivation. XP. Unlocks. Battle passes. Daily challenges. Achievements. Progress bars. Always another reward dangling in front of you. 2/7

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This isn't just in AAA, we see versions of it taking over indies too, especially with the growth of incremental. Somewhere along the way, it started to feel like games had forgotten something very simple: Playing the game itself was supposed to be the reward. 3/7