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[PATV] Wednesday, September 12, 2012 - Extra Credits Season 5, Ep. 4: Energy Systems
Posts
Explain how we're supposed to correct the habits of consumers so that they will REWARD developers of good games! Without that vital information, explaining how to MAKE good games does us no good! We'll just make a good game which will fail in the marketplace and then we'll be out of business in six months. Meanwhile, our competitors, who make bad games with abusive Energy systems, continue to dominate the top 100.
How do we fix this problem!?
I noticed other commenters had the same observation, that casual playing is benefitted by systems that don't allow you to grind all day and thereby spares everyone from grinding. Because leveling should not be the end-all of a game. That is a particular mindset that should be discouraged. When I played WoW, I spent my time on a role-playing server, where I would actually sit around and tell stories to friends in a "scenic" or private location. I also ran events for fun, with little items and bits of story for prizes. Many "friends" and guildies were confused by my behavior in game, why I wasn't always busy grinding or leveling. It's because I'm not addicted! even if I spent hours in the game just like other people. I play it for the enjoyment, the social aspects, the fun. And whenever a game becomes just work, it's not fun anymore. I think the "being penalized" mentality, again is super male/competitive and it's in the mind of the grinder/addict that feels like they need to be rewarded for their time spent, rather than for just taking it easy. Why shouldn't a game reward me for going to take my shower, make dinner, and hanging out with my kids??