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There are a few dynamics going on. In one sense, in-app "gem" systems have enabled companies to create highly social online games without a per-month fee. I've
by jlongster 13y ago
There are a few dynamics going on. In one sense, in-app "gem" systems have enabled companies to create highly social online games without a per-month fee. I've been playing Clash of Clans and it's really fun. Everything is run on their servers and you attack other people's villages. This sort of game would normally require something like $5/month.
But with the in-app gems, I can play at a slower pace for free. If I wanted to play faster, I could spend $5 on gems and do pretty good for about a month. So in some ways it's a pay-per-usage system.
The problem is that it can be easily abused and the dungeon game he describes sounds much more socially engineered. The handicap applied in the dungeon game sounds a lot worse than it is in Clash of Clans.
This could also all be a result of the downfall of LAN-centered games. Clash of Clans could have taken the decentralized host-your-own-server route and it would still be just as good, if not more interesting. That actually would be ideal setup because I do find myself wishing I could just play the game underneath the gem-fishing strategy.
I think Minecraft should remind us that it's the host-your-own-server strategy is a really good one, and I hope that doesn't die. It probably doesn't make as much money, so we need to figure out a way to balance the economic force which will eventually extinguish it.