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Article 1 is citing speculation from article 2 with that particular quote. They later update, "Note that the difficulty ramps up automatically for all players i
by moogleii 13y ago
Article 1 is citing speculation from article 2 with that particular quote. They later update, "Note that the difficulty ramps up automatically for all players in CCS when they pass the gates I discuss later in this paper, the game is not designed to dynamically adjust to payers."
- derefr 13y agoIn effect, what it's describing is more like a base game with low-level challenges, and a purchasable "expansion pack" of areas with much higher-level challenges. Except that instead of having to gain skill to a point where you qualify for the higher-level challenges, or grind experience to a point where your character qualifies, you have to pay to show that your wallet qualifies. After all, in a pay-to-win game, your wallet is effectively your sword, used to slash through the game's obstacles--so having an area hidden behind a (monetary) obstacle--a rock you can only crack with a Level 10 Wallet, so to speak--where everything in that area requires at least a Level 10 Wallet to defeat, sort of makes sense; it's isomorphic to the same sort of game logic we're all already used to, just in a much more cynical/pragmatic world. ...now I'm imagining a game made for company-owners, where the goal is actually to be able to pay certain amounts of money at a time, so your leveling curve and progress in the game matches a rise to riches in reality... hm. Probably the only people who could afford to play it, would have too much sense to. :)