Pop-a-Mole

* See also Slaughterfest_Game_Element
* See also Infinite_Gratuitous_Violence
* See also Weapon_Fun
* See also Politically_Correct_Targets_Of_Player_Mass_Murder
* See also %27Make_A_Better_Game%27_-_Andrew_Ryan
--- --- --- --- ---
The term "Pop-a-Mole" is used colloquially in Gaming to denote repetitious and futile tasks. IE- each time adversaries are killed, they only pop up again somewhere else. Usual the resort of inferior games, which simply clone content and have minimal enemy tactics, rather than give more interesting and some mentally-engaging variety of experience. Frequently, such games also have a 'pretty' but immaterial background terrain.
-
Similar Terms :
* Whack-A-Mole
* Blast-Fest Game
* Mass-Slaughter
Usually with :
* Easy Kills (HUGE body counts)
* "Bullet Sponge" Player-Avatar/Enemies (lotsa shooting hits, when in real life a single bullet is enough)
* Invulnerable Sidekicks
* A More the Merrier 'difficulty' ( adding more 'things' firing at the Player rather than a better NPC AI )
--- --- ---
Want Real Shocking ? Whack-A-Mole Societal Executions in Columbia :
Oh my, a 'Stoning' represented as a Carnival game in Infinite BS ... Wow, HOW AWFUL those 'White' people ARE.
More a Case of how stupidly ignorant the gamewriters and Levine are to simpletonly portray such things. 
But I digress.
So instead, let us ramp up the 'awful shockingness' of Levine's Faux-America, and have a social-participation Contest make use of a Sledge Hammer ( and corresponding 'gibs' and blood ) and a nice game type Whack-A-Molehttps://idioms.thefreedictionary.com/whack-a-mole mechanism to make executions REALLY fun. 
Realistic effects for Near-Misses... Screams of the victims... Gibbering begging of the victims... (( Give the player a taste of reality of what the old-time racist events were really like, instead of milque-toast lip service. ))
Prizes !!! ( Transfer all that work Levine & Co did on their Skyhook splashing-blood effects they did for 'the game' - to THIS ... )
--- --- ---
The Age of Slaughter-Blast-Fest is Ended -- Long Live the Clever Player :
The MMORPG needs to offer an alternative to the 'incredibly massive body count' game style. You don't want to have to 'beat your way' through to your interesting world Destination constantly ( the imagination-less generic Minefield of Enemies or Linear Path of set-piece encounters ). 
It is rather better to face fewer more-challenging enemies (in logical/appropriate places) who are more able than the usual ( NOT the "You entered my activation circle, and now I charge at you and fight you til I'm dead" ) typical/pathetic/chronic NPC enemy behavior (feeb) scripting which so many games have.
You actually should have to think a little to win -- Something Players don't have to do in many/most MMORPG games these days, when they mindlessly force their way on towards the next 'canned' tableau story scene, or walk past some ( apparently dumb, deaf and blind ) enemy NPCs having a with minuscule activation radii, which the terrain is generically carpeted with.
--- --- ---
ADD SHIT LIKE THIS :
--- --- --- --- ---
.
.