3 ms·
I don't have time to grind games anymore, so I simply don't play games that have microtransactions, if a game has good and complete DLCs, that's still okay, but
by thomasfortes 8y ago
I don't have time to grind games anymore, so I simply don't play games that have microtransactions, if a game has good and complete DLCs, that's still okay, but I remember fondly the times where games came complete when you bought them.
Also, they are predatory, so that's other reason for not support them, companies that try to sustain themselves using addicted "whales" deserve to fail as soon as possible.
By the way, the most downvoted comment[0] on reddit history so far is exactly one when a big company (EA) tried to stuff a lot of microtransactions in a big brand name (star wars), fearing the backlash, disney intervened and told EA to remove them.
https://www.reddit.com/r/StarWarsBattlefront/comments/7cff0b/seriously_i_paid_80_to_have_vader_locked/dppum98/?st=JH2MUORV&sh=5997c5a5 https://www.reddit.com/r/StarWarsBattlefront/comments/7cff0b...
- jhanschoo 8y agoInterestingly, a lack of time brought me to a different conclusion, and I'm certain this is the reason why "uncreative" and "unfun" microtransaction-heavy mobile games are still popular (the game in question is a mobile game). Note that I'm not defending microtransactions themselves, but the low-immersion simple and grindy mobile games that typically implement a microtransaction monetization model. Conventional games require a certain commitment of immersion and structured time. But when I have the energy to immerse myself in something and the available structured time, there are certainly more important or interesting things I would rather pursue than a traditional game. This is where mobile games come in. If I'm in an uncomfortable place when I'm prevented from or unable to do anything interesting, such as in public transport, it is comparatively pleasurable to grind a bit on these games. And there are quite a number of these slivers of time in my everyday routine. Mobile games are typically designed so that they are near-frictionless to hop in and do something without a heavy context switch. They fill an entertainment niche for me, and probably many others, that conventional games cannot provide. Previously, light games like Minesweeper or Solitaire filled this niche, but mobile games are of superior value since they offer a semblance of progression and community. Of course, among microtransaction-heavy games there are those that are more frustrating and exploitative. What I'm primarily playing is the game in question in the article, Dragalia Lost (DL), and I've had a pretty positive experience in the free-to-play and dolphin-friendliness monetization model of the game. Monetary purchases are typically priced out of the range of people who have little discretionary spending, and spending more money gives diminishing returns. It might be troublesome for someone with poor control, but for me I get as much of a kick calculating expected values of their different virtual goods on sale (and end up not buying them anyway) as playing the game itself.