discountbuyer: It just adds too many unneeded zeros.
They're not necessarily zeros.
In fact, unless the game uses a decimal floating point system for its numbers, they're probably not going to be zeros; binary floating point numbers, if sufficiently large and written out in decimal, always end with a 2, 4, 8, or 6, and it's not too had to prove that. (For an example of a game that uses this, see Swarm Simulator.)
Then again, incremental games are the only games I've ever seen where the numbers go high enough for double floating point precision to be an issue (and not all of them do). An RPG would not be balanced at this point, since it would boil down to the following, when A attacks B:
* Is B's evasion higher than A's accuracy? Then then attack misses. (The d20 system has that issue even at more reasonable levels, particularly if you imagine what would happen if you removed the natural 1 and 20 rules. at which point you might just skip the dice rolls entirely in most cases (ignoring criticals).)
* Is B's defense higher than A's attack? Then the attack does zero damage.
* Is B's HP higher than A's attack? Then the attack does so little damage it might as well be zero.
* Othewise, B is now dead. There is no in-between. (Well, technically there *is* an in-between, but it's so small that the probability of it coming up is so low that it might as well be zero.)
Telika: Idle clickers understood this appeal. Numbers. People want a sense of progression. The gameplay cannot change much, but... thirty years ago, you simply had a long game where the enjoyable activity (beating up the beatable up, shooting up the shootable up) simply lasted and was its own reward. Now we have to have to have to grow a capital of sorts, to invest and produce, or else we're wasting time instead of, uh, spending time. So, instead of keeping it at clicking three times to kill the monster (3x1 dmg to 3 hp), which would be boring, we get to eventually : click three times to kill the monster (3x50000 dmg to 150000 hp). Which is new and fresh and epic and super satisfying. What a journey. What a progress. What a rich experience.
So of course, the more the better. Quantity is power. There's the thrill of the distance gone : remember when I was dishing out 1 dmg ? I grew up to be a god relatively to my former self, even if so did absolutely everything else in my environment, which, well, makes it relativistically meaningless. But also, intertextuality : remember that
other game where I was dishing out 50000 dmg ? in that one I'm at 50000000 dmg. I'm exploring brand new horizons. This game so much more epic.
Let's be honest, the "intertextuality" aspect is not that new : Pinball and coin-up players were laughing about high score inflations long before the personal computer boom. But players complaining if they don't get "a better weapon" (along with, defeating its point, bazooka-withstanding baddiies) are a relatively recent development in videogaming.
I've been playing The Plague Tree lately, and some of the numbers have become so big that it's rather comical. For example, the number of cases has become so high that the game no longer bothers to show the mantissa (game uses scientific notation for large numbers, of course), and even so high that the *exponent* is displayed in scientific notation. I looked up some information about the engine the game uses (The Modding Tree), and it apparently can handle numbers up to 10^^1.80e308. (That's Knuth's up arrow notation here; bet you never though that would come up when talking about a videogame? That number is 10 raised to the tenth 1.80e308 times, and, I believe, is far bigger than a Python integer could get before the computer runs out of memory.)
(Note that not every incremental game gets that high. Candy Box 2, for example, doesn't get numbers high enough for scientific notation to be necessary. Also, note that "idle clicker" and "incremental game", as far as I can tell, are synonyms.)
idbeholdME: Reasonable numbers are much better.
The most extreme example I've ever seen is Diablo 3. You are hitting for trillions of damage and enemies have quadrillions of HP. It's extreme to the point of hilarity and the numbers basically lost their meaning, when you can't be sure how hard you hit an enemy because you can't be sure whether the amount of numbers in a row shown for like 0.5 seconds means it's a billion or a trillion. Compare it to Diablo 2, where you were doing thousands of damage at most. And had having 2K HP was considered a lot.
Try playing something like Swarm Simulator. Or, better yet, The Plague Tree. (Possibly other games based on The Modding Tree?)
Telika: Idle clickers understood this appeal. Numbers. People want a sense of progression. The gameplay cannot change much, but... thirty years ago, you simply had a long game where the enjoyable activity (beating up the beatable up, shooting up the shootable up) simply lasted and was its own reward. Now we have to have to have to grow a capital of sorts, to invest and produce, or else we're wasting time instead of, uh, spending time. So, instead of keeping it at clicking three times to kill the monster (3x1 dmg to 3 hp), which would be boring, we get to eventually : click three times to kill the monster (3x50000 dmg to 150000 hp). Which is new and fresh and epic and super satisfying. What a journey. What a progress. What a rich experience.
When it comes to idle clickers, for many of them getting the number up is its own reward.
(Also, seeing how the numbers behave for someone like me can be fun.)