>>6033826>>6033640>>6033600>>6033567>>6033564>>6033892After the twentieth wall or so, a secret door open from the side of the wall. You can sense a ping of satisfaction as he scurries into the room like a rat. The room is empty apart from a lonely chest at the center, and while it's tempting to make the chest a trap, you opt to reward him with a unique item.
[Bloody Cat Tail]
Another ping of satisfaction, he checks the description of the item.
[...but satisfaction brought it back.]
He uses the item on every part of his inventory, with no results. The item doesn't do anything just yet, but you'll think of something. He checks more walls, but you'd rather not reward him again just yet, the dopamine hit was only strong because of how much effort he had to put into finding the item.
After what feels like an eternity, he leaves the tutorial room, and finishes the incredibly basic puzzles and combat. They're so basic describing them feels like a waste of time, so you patiently wait until the intro of the game triggers.
The tutorial room is passed off as a dream, and the player wakes up in their bed inside a quaint little village. The player checks their inventory, and the cat's tail is still here, but not everything else they picked up in the tutorial. He's probably confused since this was supposed to be a dream, but you're sure this only makes him more curious about the item. That's good, the mystery should keep him engaged for a while.
You take another look at the game's story. Peasant boy has to do chores around the village, then the village gets burned down and has to seek revenge. It's certainly a plot, but not an original one. You're not sure how you know it's not original considering how little you actually remember about anything, but you <span class="mu-s">KNOW</span> it's bland, and it bothers you.
He's checking every piece of furniture in the bedroom, and you'll stop mentioning when he starts doing that because it's clear that's just how he plays his games. Is he even having fun? It doesn't feel like it, it's like a rat in a maze searching for a treat that doesn't exist.
More time for you to fiddle with the script, you suppose...
>Change the village attack (and most world events) to be on a timer instead. His behavior will be the indirect cause of the deaths of many (virtual) people.>Make the cat's tail twitch whenever he's near a hidden item. Should help him stop wasting time, but that might be seen as handholding.>Feed his addiction, create important looking items at the perfect interval to keep him engaged like a rat looking for treats. Who needs a plot when you have a steady source of dopamine?>It's a roleplaying game, is it not? Then make every character react realistically to his behaviour, even if that means shaming him for it.