4 ms·
It's all about the play situation. It's a genre adapting to one-handed interaction and 30-second engagement loops or shorter. If you can't play it on a public t
by mxfh 8y ago
It's all about the play situation. It's a genre adapting to one-handed interaction and 30-second engagement loops or shorter. If you can't play it on a public transport commute, it doesn't qualify.
Yet somehow the majority of F2P games adopted an outright abusive artificial "idle"-component, that's heavily monetized, it's just bad, if you see one just stay away, no good will ever come from that place.
Especially don't let your kids anyway near them, your parenting stands no chance against hyperoptimized gratification loops, that slowly transition over into Pay2Win-only in the first 8h or less.
- golergka 8y agoI think you're confusing hyper-casual and midcore games. Hyper-casual don't push for monetization and optimize retention at all costs; what you're talking (especially with idle-time travian-type games) are midcore games with much higher LTV and UA costs.
- mxfh 8y agoGuess I have to adjust my border between casual and mid-core ;) You can have a hypercasual core loop with midcore meta/economics mechanics on top, think Merge Planes, any match 3 game with stuff tucked on. Pure hyper is normally fine.