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>I think there's a fundamental difference: pay-to-progress games have a strong incentive to make progressing without paying as painful as possible. Getting peop
by adnzzzzZ 6y ago
>I think there's a fundamental difference: pay-to-progress games have a strong incentive to make progressing without paying as painful as possible. Getting people hooked is just a means to get them paying.
Games with RNG-gated content have a strong incentive to make progressing take as much time as possible, because the more time it takes the more people play the game, and the more people play the game the more they'll naturally advertise it to their friends.
>Games with long progression paths have an incentive to keep that process as interesting is possible, otherwise people will just stop playing (and along the way the player is having fun).
Games that ask for money also have an incentive to keep that process as interesting as possible, otherwise people will also stop playing. Just because you're asking for people to spend money it doesn't mean that you can magically make a shit game.
- rcxdude 6y ago> Games that ask for money also have an incentive to keep that process as interesting as possible, otherwise people will also stop playing. Just because you're asking for people to spend money it doesn't mean that you can magically make a shit game. They have an incentive to make the path where you're paying as interesting as possible, and make the path where you're not as painful/boring as possible (while dangling the idea of the interesting bits in front of you)