5 ms·
I think comments like this are too dismissive of how important and valuable games are in many people's lives. Personally, I fear the opposite, that over-regula
by tarr11 7y ago
I think comments like this are too dismissive of how important and valuable games are in many people's lives.
Personally, I fear the opposite, that over-regulation of rapidly changing industries based on fear and anecdata will make people's lives worse.
- the_af 7y agoIf you ever talked to anyone in the industry of Zynga-like games about how they think about their customers (i.e. the players), you'd be dismissive too. It's scary.
- ahoy 7y ago"games" is a broad category. Chess or Doom or Undertale never nickle-and-dimed anyone for $500. I can't help but think you're purposefully trying to obscure that point.
- tetha 7y agoNo, I think that's exactly the point. I have spent some money on doom, counterstrike, quake, unreal or even chess. Or none on games like tremulous. I've spent a lot of time in these games, I've found friends in this games that I by now know for more than a decade. A lot of that is gone with modern match making, and modern match making is made worse with transactions. Because you need to funnel more people into the matchmaking grinder.
- mattnewport 7y agoI think it's reasonable to draw distinctions among different types of games. Having spent much of my near 20 year career in the games industry, I'm saddened and disgusted by much of what has happened with the monetization strategies pioneered by mobile and free to play games. Maybe there's some grumpy old man syndrome at work but I also have a degree in psychology and the way these games are transparently optimized to exploit human psychology worries me quite a bit. I left the industry in part because of these trends and I won't be letting my own kids play these types of games. I don't know that regulation is the answer (and I'm generally anti regulation) but I do think there's a real problem here.
- shados 7y ago> I'm saddened and disgusted by much of what has happened with the monetization strategies pioneered by mobile and free to play games. There's a lot to be said that its easier to attract 1000 people and extract $500 from 10 of them than it is to get 5 bucks from all of them. Even more so when you add piracy to the mix. Would these strategies have been a thing if so many people didn't flip their shit because a near AAA level game tried to charge a few bucks?
- TeMPOraL 7y agoJust because people don't want to pay them for their products doesn't mean they're justified in doing morally bankrupt things. The current tricks employed by video games, both mobile and AAA, amount to fully intentional and premeditated psychological abuse.
- Faark 7y ago> Would these strategies have been a thing if so many people didn't flip their shit because a near AAA level game tried to charge a few bucks? Yes, since AAA Studios want all the money they can possibly get. Thus we'd always end with them trying to squeeze every last penny they can get out of their customers. And predatory tactics seem to work best for that.
- mattnewport 7y agoAAA studios didn't invent the model and they're still not the worst offenders, not because they're any more ethical but because they get more push back from their player base when try and take it too far. It was really the mobile and casual web / Facebook games that invented most of the dark patterns and are most effective at ruthlessly exploiting them.