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I see this as a result of the evolution of data-driven optimisation (as a methodology) in concert with data becoming increasingly more available. Back in the d
by yomly 9y ago
I see this as a result of the evolution of data-driven optimisation (as a methodology) in concert with data becoming increasingly more available.
Back in the day of stickers/baseball cards your data granularity was probably down to state/city-level sales by month.
Now in the world of F2P gaming, you have per-minute per-user level of data. You're able to A/B the uplift in sales:
- for introducing slot-machine like sound effects when opening the loot box
- adding flashes when you open the loot box
- giving out fewer lootboxes per hour
- introducing more rare and powerful things in the lootbox
You have "engagement" people who's sole job is to make stuff addictive nowadays, no longer is it a few people's job to dream up something fun to use and collect. It's now a cynical and scientific exercise to ruthlessly optimise IAP.