The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
So can we all agree that while "not a game" is a pretty lame criticism in most circumstances, it's a valid term for glorified storefronts/slot machines?
So can we all agree that while "not a game" is a pretty lame criticism in most circumstances, it's a valid term for glorified storefronts/slot machines?
Oh, it's still a game. It's just not the one that the consumers are playing. The game is to accumulate wealth.
So can we all agree that while "not a game" is a pretty lame criticism in most circumstances, it's a valid term for glorified storefronts/slot machines?
Yeah the whole "you aren't a gamer" blah blah that gets attached to fun cell phone games or whatever the kids are into is one thing. These stupid "use your credit card as a weapon" type games are ridiculous. Like I played star wars galaxy of heroes and holy shit you can feel how that game wants you to constantly spend money.
I would like some money because these are artisanal nuggets of wisdom philistine.
How is this Harry Potter game monetised anyway? From what I've seen it looks like some kind of standard RPG/open ended adventure. What exactly are people going to buy?
How is this Harry Potter game monetised anyway? From what I've seen it looks like some kind of standard RPG/open ended adventure. What exactly are people going to buy?
You have a limited number of actions a day and you are encouraged to buy more to accomplish anything. And then there's this gem:
The PA comic today is talking about a Harry Potter game that sounds amazing
The first time the game engineers you will run out of energy is in its first action scene, where - creepily - your character is left in a life or death scenario while you wait half an hour to continue. Charitably you could say this energy system adds a certain cliffhanger-esque nature to Hogwarts Mystery - but the amount of energy needed is a completely arbitrary number, and one deliberately designed to fully deplete your energy bar. The game encourages you to make a purchase and continue immediately rather than wait and leave your avatar suffering. It is especially troubling when you consider the game's audience.
Well, run of the mill mobile games are like, real life drug dealers. This app is like the drug dealers in Just Say No cartoons who all but force the drugs down your throat.
I'm reminded of those arcade gamed designed to eat your quarters.
Except when Kid-me saw that buzzsaw slowly descending toward Ryu Hayabusa he felt more compelled to quietly turn around and walk far away than stick another quarter in.
Have mobile games reached the point yet where the game just says, "You are in an inescapable situation. You will die and have to start over entirely. Pay $20.00 to avoid dying and having to start over entirely"?
"It's just as I've always said. We are being digested by an amoral universe."
Have mobile games reached the point yet where the game just says, "You are in an inescapable situation. You will die and have to start over entirely. Pay $20.00 to avoid dying and having to start over entirely"?
I'm sure someone somewhere has floated the idea at a Dev meeting.
Have mobile games reached the point yet where the game just says, "You are in an inescapable situation. You will die and have to start over entirely. Pay $20.00 to avoid dying and having to start over entirely"?
I'm sure someone somewhere has floated the idea at a Dev meeting.
It's all about phrasing things as a reward and not a punishment. If players think they are being punished for not paying, they will simply stop playing, whereas if players are rewarded for paying, they are more likely to pay. It goes hand and hand with the Skinner box mechanics. Use that psychological hammer.
id rather just buy the game than deal with that kind of in purchase filth. But as the metrics shows, certain kinds of people are willing to drop way way way more money into this kind of thing and might purchase 10 people's copies of the game, and if you get a few more to spend *just* 5% or 10% more than they would have for a flat purchase, that gets the makers all kinds of increased salivation.
Have mobile games reached the point yet where the game just says, "You are in an inescapable situation. You will die and have to start over entirely. Pay $20.00 to avoid dying and having to start over entirely"?
Yes actually. A lot of the Puzzle and Dragons style games have a Continue function where if you screw up midway through a series of dungeons, you can pay cash (or saved currency that is extremely limited to get you to spend cash) to continue or lose the whole run.
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Also: A general chat which is uncomfortably sympathetic to white supremacy movements!
Voldemort did nothing wrong!
It IS difficult to get much whiter than corpse pale, I guess
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Yeah the whole "you aren't a gamer" blah blah that gets attached to fun cell phone games or whatever the kids are into is one thing. These stupid "use your credit card as a weapon" type games are ridiculous. Like I played star wars galaxy of heroes and holy shit you can feel how that game wants you to constantly spend money.
pleasepaypreacher.net
You have a limited number of actions a day and you are encouraged to buy more to accomplish anything. And then there's this gem:
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Much like drug dealers, they know how to get ya
Well, run of the mill mobile games are like, real life drug dealers. This app is like the drug dealers in Just Say No cartoons who all but force the drugs down your throat.
-Tycho Brahe
I'm sure someone somewhere has floated the idea at a Dev meeting.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Yes actually. A lot of the Puzzle and Dragons style games have a Continue function where if you screw up midway through a series of dungeons, you can pay cash (or saved currency that is extremely limited to get you to spend cash) to continue or lose the whole run.