4 ms·
> The real problem is that players are getting tricked into installing a "free" game but later sucked into gambling once they're invested and addicted. Not to
by ThrowawayR2 9y ago
> The real problem is that players are getting tricked into installing a "free" game but later sucked into gambling once they're invested and addicted.
Not to say these gambling mechanics aren't reprehensible but you're focusing on the wrong thing. There is no "tricking" involved; games with in-app purchases are clearly labelled and gambling-like mechanisms are so standard now that it would be more surprising to find a popular game with IAP that _didn't_ use a gambling-like mechanism than one that did.
- Illniyar 9y agoI think the tricking he is referring to is the fact that as games progress they turn from skill-based to money-based games, which is how all of these games get people hooked. Setting a "max payed" will most definitely warn you of a game that will eventually become money-based.
- sorahn 9y agoThere is “trickery” in the sense of dark UI patterns involved though. There is no easy way to distinguish between the IAP for Mario Run ($10 once, to buy the full game) and $10 in coins for spins for lives for Candy Crush (or however it works now). The result is that people don’t want to spend ANY money on mobile because so much of it is scamming garbage, that the rest of It might as well be too.
- caf 9y agoProbably would be good to at least distinguish between "has once-off IAP" and "has indefinitely repeatable IAP" in the store UI.