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> People used their wallets to vote on this. And they chose the F2P microtransaction-laden P2W games. Look, I understand where you are coming from, I've been t
by spookie 2y ago
> People used their wallets to vote on this. And they chose the F2P microtransaction-laden P2W games.
Look, I understand where you are coming from, I've been there. Living in the rural area, not having access to even a store to buy games, let alone having the money at that age.
But the word you said there: "choose"... I don't think people have "chosen" this.
There are games out there that use 22 different in-game currencies [1]. The way these are interlinked with in game mechanics would make Machiavelli sweat.
Everything in these games is calculated to achieve maximum retention and profits. Yes, the farming, the wasted hours for free users, are backed by statistical and psychological precision. Everything is calculated so a free user is taken to its absolute patience limit, but never actually reach it.
While I would've been more inclined to agree with you say... 10 years ago, today's online purchases are made as frictionless as possible. Kids might not have money themselves and parents should be more cautious about these things, but young adults clearly have the means.
This is a very easy way to have an addiction problem. I do not consider the act of playing video games in general to promote addiction, but the money syphoning tactics these games employ are clearly meant to promote it. Without a sliver of a doubt. Otherwise these companies wouldn't make money to begin with.
[1]: Diablo Immortal
- RHSeeger 2y ago> But the word you said there: "choose"... I don't think people have "chosen" this. I certainly did. I _love_ games that give me the option to buy things in game. Especially QOL things like removed ads. But also, I have played some gacha games where I've spend some real money; usually in the 10-30$ range, because I get enough fun out of them that I like to throw the developers some money. > There are games out there that use 22 different in-game currencies [1]. The way these are interlinked with in game mechanics would make Machiavelli sweat. There exist games that use a predatory pattern when it comes to in-game purchases, and we should find a way to stop them. I don't think anyone disagrees with that. But I don't think it's fair to say that all in-game purchase ability is bad, or that nobody would choose such a thing; the former being an opinion, the later being a definite falsehood.
- tmtvl 2y agoSo I think the nuance you're trying highlight is that there are things players can buy in games that they simply wouldn't have gotten if it weren't for in-game purchases (to use your example, if players couldn't pay to remove ads they simply would have the ads all the time)... but still I take issue with: > to say [...] nobody would choose [in-game purchases is] a definite falsehood. If the choice were between paying to remove ads and not having ads in the game in the first place, I posit that near enough nobody would choose the first option.
- RHSeeger 2y agoThe ads (and in-game purchases, obviously) are what pay the developer for the games I play.
- lomase 2y agoYou love games that give you the option like other people love drugs or gambling.
- RHSeeger 2y agoSo, the ever popular "because _some_ people are unable to control themselves, that means _nobody_ is allowed to have the option" camp? I'm not a fan of that opinion.
- lomase 2y agoWhat do you mean by "nbobody is allowed"? I see people every day smoking, gambling, drinking. Is called regulation. I am not a fan fearmongering.
- spookie 2y agoWell, there are certainly good uses. I do not think every microtransaction is bad, I wasn't clear enough above. But back to the rest of your reply, regarding the QoL options, don't you think they impose an insidious incentive for companies to not strive for a well paced game but one that has enough filler to make people pay to not go through it?