3 ms·
It's not that it's more sinister, it's just that the spectrum of people who play is just so wide now. I assume the "sinister" side form your affirmation would c
by hdragomir 14y ago
It's not that it's more sinister, it's just that the spectrum of people who play is just so wide now. I assume the "sinister" side form your affirmation would correspond to the casual section of gaming.
Back in the early days, only "hardcore" players would really pay attention to video games, but now, with so many casual games coming out, everybody is busy click or tapping away at least for five minutes each day.
While there are heavy monetization wheels turning in the casual world, it's still about getting people to relax.
Let me explain a small difference, bare with me.
Just think about what user penalties for mistakes are in casual games. Also, think about how many time a casual game has made anyone feel that a mistake is their fault.
Now think about hardcore games: it's always your fault.
This means that to be better at a hardcore game you need to train. There is no magic button to press to become a pro gamer over night.
With casual games, the only way to get "better" is to cheat luck of make time go faster. And there are buttons for that.
Very few people press those buttons because very few people are looking to do or get better at those games.
These buttons are clearly offensive to a person who is a hardcore gamer at heart. I know that, I see them everywhere.
I guess your affirmation comes as a result of the growth of casual / social games while the pace at which hardcore games are being released has stayed pretty steady over the years.
And the "give them a taste for free" bit makes me think of trial periods for non-gaming software.
- gingerlime 14y agoThat's a very good point. I haven't considered the casual-gamers aspect and the different style of engagement with games. I still somehow have a little trouble with the way this in-game purchase works. As a child I used to go to play at the arcades, and of course when you fail, you have to slot another coin into the machine. This is probably quite similar. However, even as a child, I knew I am going to spend some money, within my budget, on playing games. There were no free games. It seems like a subtle difference, but there is an element of luring-in with something that is marked as free, but actually encourages you to pay later. Also, the coin-operated arcade (due to technical reasons I guess) offered a reasonably predictable price model. You play until you fail, which is usually a few minutes. If you're really good, a bit longer. You weren't given a chance to buy extra ammo or turbo-charge your car if you add two coins, and then later get the mega-pack for five extra coins and so on... UPDATE: just to make it clear. I'm really speaking as a complete outsider to this world. I don't play any kind of games, and apologies if I'm making very wrong assumptions based on little knowledge in this area.