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The analogy is quite wrong, and even then the parent did provide some modicum of supervision (or control the spending in some way), inserting quarter do require
by dvhh 7y ago
The analogy is quite wrong, and even then the parent did provide some modicum of supervision (or control the spending in some way), inserting quarter do require slightly more effort than pressing a button to accept the charge on the credit card.
Yeah I remember blowing a lot of money at the video game arcade, but at least felt guilty when looking at my empty wallet.
- taneq 7y agoIf the kid can press a button on their phone to accept a charge on a credit card, the problem is with someone giving the kid a phone and hooking it up to a credit card, not with the game in question. Game arcades were the original pay2win. Come to think of it, that's probably why I never played them...
- dvhh 7y agoArcade games do fit some definition of pay2win, but also rarely gives advantages to the one putting the more coins in the machine. Not that I would defend arcade games, as they are a dying breed, but competitive arcade games were somehow fair.
- taneq 7y ago> but also rarely gives advantages to the one putting the more coins in the machine. INSERT COIN TO CONTINUE You could literally buy extra lives.
- dvhh 7y agoAgain, re-framing it to competitive arcade game, giving extra lives might not be the help that is needed by the player (I have yet to encounter a competitive arcade game that is not fair), but where I find some popular competitive game egregious is that they do not only give advantage to people that spend time in the game (via xp style leveling or some kind of in game currency) but also give more competitive advantage to those who pay ( see world of tanks with premium ammunition ). Your argument is however valid for single/cooperative arcade games, where the design is to gobble as many coin as possible.