A sandbox game can have breakthroughs (Bucket Game has some, and I plan to contribute more code in that area–see its Player’s Guide). A tech tree with breakthroughs is more fun than a steady progression and is an example of how uneven ramping is more fun. The tech tree is the tree-like progression of what you make based on which materials you have mined. Not everything called a game is really a game. ![]() However, Minetest provides opportunities to be a “game” (or include games). A simulator has reasons to exist, such as for teaching and building. That is how you engage general audiences, instead of just the rare builder who neither moves on to design tools nor is interested in challenges other than design challenges. However, ramping would need to be present to encourage the person creating the builds to maintain effort over time and complete significant builds in the first place. Minetest is useful as a standalone pure simulator such as a museum (a museum with near-infinite scalability that can contain the wonders of the world as Bucket City does). Eventually, most people move on to a game that has ramping, or on to a design tool. Certain sandbox games may be building games only, but they do not have lasting appeal. Therefore, sandbox games that are pure simulators are not useful for general audiences, nor as standalone tools unless very realistic. You don’t need to spend hours in a simulator to become a miner, nor does building with decor blocks prepare you to do someone’s plumbing (though it could be used to illustrate plumbing or other concepts in an educational context). Pure simulators are only for training or illustration, after all. An experience created using the Minetest engine does not have to be a pure simulator. If every level is available at every time, you are not playing a game but a simulator. It would be appealing only to hardcore gamers, who are willing to “grind.” Grinding is doing low-level tasks while avoiding dangerous situations until grinding provides powerful enough character attributes or gear. At the same time, if the line jumps too quickly, average gamers see the game as too hard, hardcore, or broken. Both kinds of ramping make the game more fun if the progression has variation as opposed to a steady line. In some cases, ramping can also refer to the level of engagement in the plot. ![]() Ramping in games is the rate at which the difficulty level changes throughout a game.
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