I once heard Dragonball described as a fight between opponents where one powers up, then the other, then the first powers up more, then the other again, then the first once more...until one prevails (usually the good guy).
I have also thought about games where you basically do the same thing ('grind' as it's termed in online games). So the typical RPG grind (board or video) is basically, get stronger and develop more abilities, fight stronger opponents where the opponents are basically your equal minus one so you can win.
So when a system is primarily repetitive in its most basic form as described above what is it that makes it appealing to do over and over or exciting to watch/play?
Is it the story?
Is it the character/game development?
Is it the social interaction, or the competitive nature of it?
Is it the process of honing a skill by repetition?
When does a roll 'n' move game becomee more then rolling and moving over and over?
How does picking a tile and laying it over and over become something more than an exercise?
I hope to create a good discussion with maybe a few examples that we can either analyze together or some new designs that we could spice up in various ways to develop various outcomes.
I know in general this is part of the process that we each go through with every design but are there some elements we can better define? Story arc, tension, ect?
Ownership and Accomplishment are definately good aspects of a game.
Definately more apparent in video games. But in a board game where it only lasts about an hour or two and then the next time you play its completely different might be different.
So is there a generally acceptable amount of grinding before it becomes too repetitive and the little bit of accomplishment is meaningless? Again I think this aspect might apply more to video games than board games. If the board game does become drudgery at least it only lasts an hour or two.
I guess along the same lines what is it that makes certain games or forms of entertainment addicting? You just gotta play once more, or have to finish this level, or understand now how you could do so much better.
Maybe the questions are too broad because as mentioned I don't think its one thing. A combination:
Competitiveness
Accomplishment
Ownership
Enjoyment
Social (although solitaire games can be addicting)
I think all the smaller things like story, characters, mechanics, tension all fall under enjoyment. Is there another overal big factor to a successful game design?