>>279511676
>Playing a lot of VRchat drains you [...] a game without goals
Weird, I would have the opposite intuition: That games that constantly give you new goals you absolutely have to fulfill would be much more draining, and that there being no goals would free you from stress. Kinda like the difference between themepark MMOs like World of Warcraft, where you basically have a second job of doing your dailies like a good cagey, versus a sandbox MMO like Star Wars Galaxy where you can simply spend your evening in a bar roleplaying as bountyhunter without doing anything game-mechanics-wise all evening.

>goals that people tend to make for themselves in this game, such as making friends, do not end up feeling very rewarding.
I find it very rewarding to make models and maps, and spend time with people. I wonder, what do YOU think feels rewarding? Give me two examples from anything in your life.

>Another important attribute for a successful multiplayer game is the player’s ability to feel that they are more proficient than their peers.
Next thing you will bring up are the wonders of lootboxes and how important they are for all games because they work so well in retaining a player base in gatcha games.