Who Killed Videogames?
jjp9999 writes "Video game developer and novelist Tim Rogers exposes the underbelly of free-to-play games that use real-world currency. They're not trying to entertain you — they're trying to get you hooked. Every minute you play is being analyzed by men in suits reeling you into a cycle of addiction so they can keep you coming for more, and hopefully opening your wallet to buy premium points here and there. To do this, they intentionally give you an hour's worth of gameplay dragged out over the course of a week to keep it on your mind, dropping coins here and there for you to pick up, and playing on your own sense of work and profit to keep you coming back."
capitalism
This summary quite literally illustrates exactly what is driving away gamers, and which nothing to do with the games but instead the various companies behind it and their various little pay-as-you-go niches (map packs, songs, excessive subscriptions, etc.). It's all about the various companies involved in the development and marketing of a game, who nearly always turn out to be greedy little pigs. Take, for instance, Call of Duty: Modern Warfare 3 and their Double XP Promotion. This really pisses off real gamers (the ones who play a lot and get better through time and practice), and especially pisses off those who had to work hard for their last prestige. One mere example, but, regardless, they really need to knock it off.
vos nescitis quicquam, nec cogitatis quia expedit nobis ut unus moriatur homo pro populo et non tota gens pereat.
This is different than any other game? Granted, they're trying to make their $60, but isn't any game designed to "hook" you into "liking" their game? (Or, I should say, "shouldn't any game...")
I play League of Legends and I don't mind the company selling everything with real money or experience points.
You can pretty much get anything you want by playing the game normally, except for non-game-changing things like skins.
I think there is nothing immoral in trying to make money off a game...
While I don't approve of the skinner box techniques, they DO have to make money.
I keed. I keed!
The soylentnews experiment has been a dismal failure.
That's an easy one. When videogames became a profitable industry they started to focus on be more and more profitable. And there are "cheap" tricks to do that with a broader spectrum of users than the average gamer (as seen in causal market). As videogames get more profitable they try to reduce risk using psychological rewards and known mechanics that players approve. Money killed videogames, and we, gamers, gave the poison.
This combination doesn`t exist: ETIs that know about humanity and want to see us dead. Otherwise we wouldn't exist.
Video games have been about making money since the beginning. Arcade games used to last approximately 26 seconds a play, and you put in a quarter every game. If you want I guess you could couch it in really loaded terms: "business men in suits crawl out of the gutter and analyze player behavior to get more and more quarters into their greedy hands."
And are there actually businessmen in suits looking over the computer-generated databases on player behavior? If there are, is this a bad thing? This whole article is bullshit with some kind of weird nonsensical anti-establishment bias. Perhaps you'd be better off occupying Wall Street.
Slashdot: providing anti-social weirdos a soapbox, since 1997.
there was something in your brain to keep you from spending too much money.
They're not trying to entertain you — they're trying to get you hooked.
From my perspective as a consumer, what's the difference? It's all the same to me as long as I'm satisfied.
You don't have to buy their games. Fortunately the games market - at least for PC's and smart phones - is fairly easy to get into. Yeah ok if you want to talk retail distribution then it's harder if you're not doing it online - getting your game into brick and mortar stores around the world is next to impossible unless you sign with a major publisher. But even the major publishers are moving to online distribution, so the independent has no excuse. The market is coming to expect to be able to download games and apps now. And many, many independent games have achieved surprising success.
Therefore there will always be some game genres that don't follow the mainstream trend - if everyone is monetizing, at some point they are not going to be getting new customers because everyone will be busy playing the non-monetized games. Apart from the occasional idiot who never learns, you can only take people for a ride so often. Eventually people are going to get a feel for these cash-sucking parasites, just like people get a feel for telemarketers or infomercials and instantly switch off, and this "industry" will extinguish itself. I think good games are never going to die because human creativity is never going to die.
Seven puppies were harmed during the making of this post.
I play plenty of video games on consoles and the PC, and have for over 30 years. You know what? I don't see any difference (beyond all of the technological innovations) because there are just as many *real* games out there as there have always been.
So a bunch of middle-aged homemakers are now sucked into Farmville - these are *new* customers who have never played the "traditional" video games that existed before the glut of free-to-play Facebook crap, and will probably never be a part of that market.
Face it, the markets for "real" console and PC video games and free-to-play social network games have very little overlap, so there is no reason to think the popularity of the latter will kill the former. It's like claiming hamburger sales are doomed because the vegetarians are eating more tofu.
Since when were video games dead?
This is for women. Ask this on Oprah. People with testicles do not play shit like farmfuckingville and mafiacunting wars.
How is this fundamentally ANY different from what video games have been doing since the dawn of time?
Shareware games->designed to get you hooked on the first few levels so you buy the game
Those little SNES consoles they set up at stores back in the day->designed to get you hooked on the game so you guy it.
hell even a lot of arcade games were intentionally designed to be really easy for the first stage or two so you would get hooked and feel compelled to pump more quarters in. This guy has some serious nostalgia goggles, the model has, and always will be to get gamers to spend money on the game by tempting them with a little taste of what is in store if they do spend money on the game. Free to play has just added another method for achieving the same objective.
Monstar L
I was actually about to comment on how surprising it is that it took this long for the games industry to mutate to this model. Games have always been ripe for psychological manipulation of the customer, but for the most part until recently game developers had focused solely on the "pure" goal of providing a great experience. Eventually this led to publishers milking franchises to maximize profits, but usually those sequels (like the Elder Scrolls and Fallout) were actually quite good. Now we have "achievements" and "trophies" and other bizarre and meaningless "rewards" mostly unrelated to the actual game experience.
I think what is lost in this conversation is that the game industry HAS been here before. Does anyone remember arcade games? Play Time Crisis and try to tell me with a straight face that that series was a well made, complex strategy shooter that you could play for more than 5 minutes on less than $1 of coins. I agree to an extent that the pay-as-you-go model is getting pretty pervasive and it should be implemented in more moderation. Just don't try to sell me that this will take over the WHOLE industry. It might fill the niche market of mobile apps, but I don't see this being the model of choice for console and PC markets. They are different audiences. And, even if you're right, the likely result is that history will repeat itself like it did with arcades and the model will collapse in some measurable amount of time.
Mod me down, I shall become more off-topic than you could possibly imagine.
There's something wrong when you use "working hard" in a sentence about gaming. Gaming is supposed to be fun, it's not supposed to be work.
"...The only winning move is not to play. How about a nice game of chess?"
The indie game scenes is still out there creating some wonderfully beautiful, challenging, and meaningful games, and making money to boot. The universe remains in balance.
The name of the site hosting the article pretty much says it all: "Insert Credit". Free-to-Play models harken back to the coin-eating arcades of our youth. Why did you have a limited number of lives or continues? Why was there a time limit to clear a board? To get you to pump more coins into the machine, to make money. Enticing you to keep paying to play is nothing new. Some companies have simply discovered a new way to develop a sustainable revenue stream from modern console and PC games.
As much as the F2P model is applauded for boosting interest in lagging MMO's and giving gamers a chance to see if they're interested in a game without putting money into it, its a very shady deal. I'd honestly rather pay a subscription fee. At least then I know exactly how much I'll be paying for content and I don't have to contend with constant in-game come ons to buy diamonds, doubloons, etc. Or, how about Valve's Steam Trading system or the real-money auction house in the upcoming Diablo 3. Both are optional ways to buy something extra for your gaming experience, but they also allow you the opportunity to get something back - either by trading or outright selling virtual items. They're optional, there's opportunity for a two-way exchange, and the companies still get their cut of transaction fees, etc.
Except instead of a computer virus that is trying to optimize users so that they supply a steady input of data, it's businessmen trying to optimize users so that they supply a stead input of cash. In both cases, through trial and error the would-be optimizers eventually discover the secrets to getting users to play over and over and over until they're absolutely drained.
Gosh, when I put it like that it also sounds like the golden age of video games. Pong, Space Invaders, Q*Bert, Pac-Man, etc. were just big excuses to get users to put in quarter after quarter.
Pick your games. I can think of plenty of games that are great free to play games, Team fortress 2, league of legends, heroes of newerth all have acceptable free to play models. If someone picks up any of these games they wont be disadvantaged if they don't shell out money and they can work towards in game goals in any way they want.
Take, for instance, Call of Duty: Modern Warfare 3 and their Double XP Promotion [pcgamer.com]. This really pisses off real gamers (the ones who play a lot and get better through time and practice), and especially pisses off those who had to work hard for their last prestige.
Sure, but you'll still buy it, mate?
"First they came for the slanderers and i said nothing."
The parent poster is obviously not the kind of guy you listen opinion about video gaming since he use MW3 as an example to explain how REAL GAMERS feel about it.
He even add insult to injury by noting that real gamers are those who play a lot AND GET BETTER THROUGH TIME AND PRACTICE, still do I have to remember you that hes talking about MW3 ?
So they are making there game fun and engrossing in the hope that, upon playing it, you will decide that it is so much fun and engrossing that you are willing to part with some real world money for some additional perks- rewards as it were for keeping the game going.
This is a bad thing, or will 'kill the video game'.... how exactly?
Near as I can tell this will only spurn on development as each game attempts to be different from its peers so as to carve it's own niche (since you ideally want a completely separate market for free to play, so that you get exclusive access to your players wallets). By having multiple free to play games carving niches we see indie games seeing a potential niche and building a game revolving around that as well. Finally the large studios may, possibly, see new game markets and FINALLY make something that is not 'FPS game with narrow boxy corridors #X'
wordup oakgrove. nothing like coming home from a long days work, playing some counter-strike to unwind, only to find yourself amidst a gaggle of 13 year olds with names like pizzacunt and pussywrench threatening to lose their virginity on your mother.
We don't wear suits!
Everything else is true though...
He wasn't kidding about being 'The Worst Journalist In The World'.
There was an awesome Extra Credits video exactly about this issue, very worth watching: http://penny-arcade.com/patv/episode/metrics
That promotion pissed me off to no extent. Any game developer who really cared about his game wouldn't ruin the balance of gameplay with cheap marketing schemes. This guy seemed to get it right. Too bad the poor sap won't make a dime.
I am not sure I can agree with you.
You talk about MW but you clearly think of something else than Mech Warrior. I can not support that.
He didn't.
You didn't have to "work hard" for anything. Does your XP meter ever go down? No. You sit there and push the buttons, and the game tells you you're good at it.
Tennis is a game. People work at it.
I thought they were to display the class of people in an area.
For example, I've been to Walmarts in upscale locations where the demo consoles and laptops were out in the open, unprotected, and intact.
I've been to Walmarts in other areas where laptops had keys ripped off and demo consoles had controllers broken.
Finally, I've been to Walmarts where I don't recall seeing demo consoles, and the laptops were locked up behind a centimeter thick shield of some sort. ...Uh, also, what's the plural of Walmart? I'm using Walmarts, but it makes me sound barbaric and plebian. Walmarti? Yeah, Imma use Walmarti from now on.
Team Fortress 2 is a great example of a well done f2p game with microtransactions. It feels far from crap game and because you can get those items by just playing, crafting or trading, you don't feel like you're constantly pressured to buy something. However, many people do if they really want some item now, providing the developer with income. I have also used the store a few times when I wanted a specific item for the spy (to complete a set and improve it how I wanted to play), but don't feel like I was pressured to do so even though I also originally bought the game when it came out.
Like with the usual games, many f2p games will be shit. Some will be top-notch. The f2p model doesn't change that.
What comes to games market being easy to get into, sure you can now distribute your game more cheaply. But you need to get financing to actually develop the game, even more so if you plan to work with it full time and have a time. Publishers are still highly required for that, as I doubt you can walk to a bank and ask a few million dollars loan to create a game (and you would still get the risk of the game not selling, and hence you would be unable to pay back the loan).
Now we have "achievements" and "trophies" and other bizarre and meaningless "rewards" mostly unrelated to the actual game experience.
When video games started out, we had points and high scores with three-letter winner boards featuring winners like ???, TIT, and POO. Those were pretty meaningless. Then we moved on to computer games, and they kept the arcade style leader boards, which were even more meaningless, then the "send in a letter to the publisher in care of 'I won!' with a self addressed, stamped envelope to receive your certificate of completion of the game. Congratulations!". And then that went away too, so the end cutscene was the reward. Let's face it, no game is going to give out a real reward like a space alien coming to recruit you to be a starfighter in a great galactic battle. We were lucky to have a brief period where good storytelling was the goal of a game. We might get it again, but in the mean-time, just play the old games like I do.
1,450,700 AS_
It's up to the players to recognize this and just avoid what they don't like. This attitude of "omg they just want money!" is naive and stupid. They've always wanted money, they're no more or less evil than they were 10 years ago. The game companies have never been their pals.
If people don't like it they should vote with their wallets. Support good games with good replay value.
that we deserve. Some developers make games they want to play and others make games that they think will sell. Oddly enough, they probably have similar ratios for success and miserable failure. Do you think Bay 12 or Notch studied demographics before making wildly fun and popular games? Equally, some of those FTP shooters are pretty fun right up until the point you realize that the only reason L33tb3@v3r69 killed you was because he dropped 20 bucks on the AK 47++. Then you get some extra gratification from the revenge of penetrating his puny douchebag hitbox with your bullets made of hate and Internet. Somewhere behind the scenes there is a developer who cares and against all odds they put out a good game for a greedy company, meanwhile some indie dev manages to code his or her dream in spite of limited time, limited motivation, and spiteful software patents. Those are the games we remember.
This has been done in MMOs since the very start. Companies have evolved this over time but from the beginning there have been micro-managed quests doled out in bite sized pieces to provide quick periodic positive feedback.
It has always been popular model in Asia.
And I don't really agree about achievements.. I think they're nice addition to games, if well done. For example in TF2 the achievements grant you items which you can then use in gameplay, so they're a bit like quests. It also provides more objectives in games - Defense Grid is awesome tower defense game, but I've finished it long time ago. I am, however, still playing it to finish all the missions to get gold medals out of them, or play with specific style (no upgradable towers, use only laser guns etc..) to unlock achievements. Sure, it may be artificial, but in the end what game objectives or quests aren't? They still provide extra value and I actually enjoy doing them, and that's what count. Of course it wont help if the game itself is bad, but it provides nice amount of extra stuff to do.
http://www.youtube.com/watch?v=Iwuy4hHO3YQ
Table-ized A.I.
I think a bunch of the various, popular genres were hit within a few years by Quake modders. Carmack and company selling the technology, and many semi skilled modders, making the simple gameplay types, worked very well. I miss the days of the various quake mods, and the full servers. I think I'll play some unreal right now :)
A fool and his/her money are easily parted.
The rest of us get a surprisingly good entertainment return on video games compared to movies/cable/clubs/whatever even with DLC...
I shudder to think how much money I actually fed those old machines, a quarter at a time.
I do not fail; I succeed at finding out what does not work.
How does work mean it can't be fun? I enjoy both games and my work. In fact, I kind of take my work as a competitive game, and I'm satisfied when I beat my competitors. There's real world rewards too.
I disagree. Working in the industry, achievements and trophies can actually be really useful for encouraging fun things or different playstyles. People could always try to play through a game while killing minimal opponents, or without using a certain weapon, or finding every useless T.A.C.O.. Now there's a tour-guide for this kind of thing, with tangible (though fairly worthless) rewards for completing them.
It's not like these "social" games would go away if someone invented effective, unobtrusive copy protection tomorrow.
As a former Facebook game addict, I can tell you that the "social" games speak to the completion/builder/collector in many people. What's really the difference between building a model replica ship and building a model farm? Or collecting something as meaningless as beanie babies vs. collecting something as meaningless as digital tokens? Or needing to finish, well, any task, and needing to master all your character's jobs?
The social games offer a very powerful thing: Constant progress. No matter what you do, you will progress, but you will never win. There are lots and lots of people who want constant progress. There's also people who feel compelled to complete things (I was one of them).
The other problem with blaming this on piracy is that you can absolutely pirate these games! Most of where the publisher gets their money is getting you to pay to remove obstacles to your progress, like timers or "X friends must "help" you" stuff where X is more people than you want to annoy. So you can "pirate" by simply making fake accounts or finding a group of people who are die-hard players like you are but who you don't actually know to add as fake friends, effectively "robbing" the publisher of their revenue. So just like traditional games, you can, with some effort, get the stuff for free, but many people will still pay for it for the convenience. Actually, were piracy the issue, MMORPGs are the solution, as it's pretty much impossible to pirate a monthly subscription.
The problem with the social games though, like any drug dealer, is these game publishers have gotten too greedy. They have cut the product too many times so it is no longer any good. I USED to mostly have fun playing, but then the bean counters got too much control over the game development and it became impossible to progress without either annoying the piss out of my friends (or finding a pile of fake friends) or paying cash. And if you're trying to play for "free", you wouldn't be able to get most things unless you're devoting lots of time to the effort (complete task now, 8-hour timer starts. Are you going to be near a computer in 8 hours? Well, if not, you can accelerate the timer for only XX tokens!
Anyway, they've made it not fun. People don't pay for not fun. I suspect Zynga will ultimately go the way of Groupon.
paintball
Thing is, Space Invaders, Pac-Man and such, are games you can still play nowadays and enjoy. In a few years nobody will remember farmville or doing speedruns or TAS of them.
Progress Quest is one of the best antidotes to gaming. Because it shows how robotic and mindless the whole process is, you can start to see games for what they are in many cases - different values of the same variables designed to suck you in, exercise your pleasure centers and part you from your money. Seeing the process from the PQ perspective is like swallowing the red pill.
Gaming in terms of money is relatively cheap. In terms of opportunity cost, it's very expensive. The time that could be spent on what used to be life is now sucked away in some fake universe. Sampling some of the highest art of gaming can be beneficial, but too much of a good thing is a definite vice.
That's one of the reasons I would have ethical qualms about creating a mindless, addictive game - doing such is all too similar to manufacturing or growing drugs.
If I have seen further it is by stealing the Intellectual Property of giants.
There seems to be a confusion about the games. TFA is talking about the games that have been distilled down to discard all elements of skill or even luck. All that's left is the Skinner conditioning, mechanical grinding and an offer to skip the grind in exchange for real world cash.
Um...I'm pretty sure based on the numbers they aren't driving gamers away (at least not on the whole). I get what you're saying and in fact I don't play games anymore for some of the same reasons (and just a general waning of interest). Even though I agree, however, you and I aren't the market as a whole.
In fact, I would posit that this is exactly what game developers used to do only now it is in real time and hence much more intrusive. The whole goal of creating a game was to sell a bazillion of them and get people so hooked that they'd buy your next title as well. Unfortunately for the developers this meant huge amounts of capital at risk without any feedback. Now they've figured out a way to get more money faster but closing that feedback loop sooner. I hate it but it's effective.
Additionally, they don't have to create whole new titles to cash in on your addiction as they can just sell content (or shortcuts). You may be unhappy that your ability to spend 12 hours a day (man I miss college ;) gaming no longer makes you better or a higher value customer but the casual gamers love it and like any human endeavor the casual participants out number the hardcore folks by a fair margin.
Even though they milked franchises, like you said, they kept providing games rather than moneymaking manipulation applications. I'd far rather a franchise be milked to death than have an original manipulation game around for each of those sequels.
What's happening with games is similar to what has happened to music. There are manufactured bands who don't write their own songs and have every part of their image created to get an intended response from people. There are also people who create music because they're talented and they enjoy music. Now, artists in both of these categories sell their music (usually). The difference is the starting point. Anyone who knows good music knows the manufactured bands are hollow and are designed to play on your mind. It's a very soulless approach that ruins art. Yes, games have always been partly about making money, but there are still people who put work into creating games they enjoy and they want people to enjoy. The other side of this creates games that people won't enjoy, but that keep people playing to make money. This has always existed, of course -- there have been plenty of barely playable games made after popular films, and there have been plenty of games meant to rob you of quarters in the arcades. I think the value in this article is that it helps people recognize what's going on. If they still want to play games that do this, that's fine, of course, but it's good to let them know what's behind it.
I just refuse to play any game that even has in game purchases using real money. I'll buy a game, as long as it is all there. But not a hard core gamers, for example all our XBox games are kinect only.
The best games in my opinion on fair use are as follows:
The game as a Static beginning, and ending. When you defeat the Final boss of a game, the game should end with one of many multiple programmed endings. The game should support Multiplayer, either by multiple controllers in the case of a Console oriented game, or LAN/Peer to Peer Internet play possibly with Lobby servers But if you shouldn't have to use Lobby servers if you don't wish too. There should be no currency that can be exchanged for real money. Real money should not be used to inflate the abilities of the players. Unlockable characters, and secret levels should be in the game at the start. They should not be something you pay for. Patches should be freely available.
Prior to the PS3/360/Wii era, when I bought a game it was a complete game. There was no online pass, there was no DLC, and there shouldn't be.
I'll wait to see what Netcraft has to say about this.
404: sig not found.
Lisa Simpson: and when you're trying to be good, you're even more evil!
"Please describe the scientific nature of the 'whammy'" - Agent Scully
This is all news to me. I bet when this information gets out, a lot of things are going to change for the better.
If you expose a product to at least 100 million people you're going to collect some of those who have addictive personalities. If you think it requires modern marketing analysis to create an addictive game, replacing "real" content with material designed to addict then you must have missed out on the late 1970s/early 1980s when kids were glued to arcade games. Space Invaders, Pac-Man et al were drawing children intro scrounging for every last quarter just for one more play. This happened worldwide, with none of the benefit of the cold, computer-aided fine-tuning that we're told is luring people in.
Can they make a video game more addictive? Possibly, but the idea that only specialized work on a title is what makes people addicted to it is not accurate.
Yep, that's why no one does hard drugs today.
Videogames are supposed to be this way. The person who wrote this is obviously a friggin n00b. I have been playing games since the 1970's and it's the way it is. This is business as usual and writing an article that is contrary to it is just plain dumb. Videogames make more money than the movie industry. I play and make video games and if the game suck then don't give me money. If it rocks please give me my money beeeechaz. Not half not some but all my cash. end of line...
Because games such as OG Planet's Lost Saga are using techniques to make them addictive to children and teenagers. There is no way to pause/suspend the game when playing - kids end up hungry and dehydrated if left to their own devices for any extended period of time... it totally disgusts me.
So far off the mark...
First start with the piracy argument. People demanded free, people got free, but the price is either TIME or MONEY, either you have a lot of TIME to grind in the game to make the game's money to trade with someone (there's your social aspect) and engage in the free-market principles, or you spend real MONEY and skip the social and free-market and induce inflation into the game.
Needless to say, players of free-to-play games don't care about the health of the game, so inflation, hacks and anti-social behavior be damned, they just want to be #1... at something. When I quit playing my MMORPG, it was only after I lost my #1 position in something by apathy (it took 3 months, whereby I wasn't playing the game, just logging in and sitting in a corner of the game waiting to see if I lose that position that day.) I haven't logged back in since. My motive for quitting the game was more about the rampant hacking (real-time action MMO's regardless of them being RPG or FPS games, the person with the lowest latency wins. There is no skill) and people hacking their way into places where they can just bot grinding. Hence for people who don't want to pay MONEY but don't want to spend TIME, they resort to hacking/robotplay.
Most of the problems with hacking/robotplay have more to do with poor game design aspects. The game's internal 'gold' system and items should be based on something like bitcoin at the transaction level, so it can't be duplicated, and is easily traced back. The hacking to gain speed advantages or use skills that the player doesn't actually have requires better validation (eg verify that the player has the skill, has the points to use the skill, and was fired no less than the cooldown time.)
But it doesn't change the fact it's all about monetization, so when not enough players are paying MONEY for things, they introduce gradually less fun into the game where you can only restore the fun by paying MONEY.
Case in point, the MMORPG I played took away a "do-over" system where you were allowed one free do-over per hour, in favor of charging 25 cents per do-over and no free do-overs at all. Because all the games quests up to that point were designed with the free do-over's in mind, this instantly made it impossible to play the game for free anymore because the quests were too hard to do. They also made it so that once you were past a certain level, all storyline quests had to be played at the hardest difficulty, resulting in ... yes... having to spend upwards of 20$ on some missions that were solo-only and have time limits. Way to suck the fun out of the game Nexon.
So between the rampant hacking (hackers could do all the quests easily by making it so they can spam attacks before monsters react.) Poor server performance (on event days, monsters would stop spawning, or rapidly respawn, it was so inconsistent that again, some quests became impossible because of the time limits.) And the monetization of gameplay (player storage was an expiring pay feature) made it impossible to play the game for free.
Then there's the robot play that ruins all MMO games, in FPS games you have aim-bots, in MMORPG's you have... aim and range-hacking on ranged weapons, firing rate hacking on all weapons, robotic resource harvesting (game design flaws, in that the resources are either unlimited or not dangerous), inflation of resource prices (where a player buys all of one resource and sets the price high using multiple "free" accounts) or resource price deflation (when robots compete with each other, they usually don't, it often takes a player to sell below the bot's price for the price to drop.) Free-market only works when resources aren't cheap and easy to acquire. The game developers unfortunately make it so that even premium items paid for with MONEY become worthless by deflation (everyone buying the premium item and attempting to sell it in the game's gold), or by inflation of the game currency caused by the unlimited resources.
So to play said game for
I can't understand complaining about achievements. If they're done well, it adds a bit of variety, a challenge, and/or encourages trying a new playstyle that the player may not have tried by himself. If done poorly, turn off notifications and they effectively cease to exist.
The funny thing is this has absolutely nothing to do with piracy. How do you pirate a free game? Why do you raise a red herring?
This is more about unethical user tracking to make a buck, in any form possible. Every second of data on users is used to make more money off the users, and "adding value to the user" is merely an afterthought. This applies to far more than just gaming. It's just become more obvious as people are realizing what has been going on for the last 20 years with "affiliate tracking"/"third party tracking", which they've simply become more honest about. It's not like it didn't exist before.
video games are whimpy.... if you want REAL gaming crack look at Warhammer 40K or Magic: the Gathering. New product every quarter, rotates yearly if you want to stay competitive. Dropping $100+ a month easily. $60 xbox games or $15 for WoW is a friggin bargin kids.
Portal and Portal 2. OK, GLaDOS literally insults you, but the game design itself doesn't. It's excellent.
The core of Capitalism is the making of profit above all else. It has no morals, no restraints, and no humanity. The reason companies try to avoid major industrial accidents like Bhopal has nothing to do with not causing harm or death, it has to do with avoiding profit loss. If something improves profits it must be done, to not do it would be to fail those who own the capital. The reason for maximizing profits, is and can only be Greed.
"The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
A while ago I had a rather depressing exchange with one of those "14 dollars per months is WAAAAAY to expensive" people who believes that servers are free. Free2Play is everything but.
A good example if Lotro, it has gone F2P and this means you gotta buy expansions not with hard cash but with points. The latest one is 3250 points which comes to about 40 euro's. The last expansion when it was still pay to play was 24 euro's for a physical copy... so... F2P costs more.
It is even weirder that F2P people then buy items that have no value in the game anymore. Dyes for instance, my scholar still has stacks from levelling up, yet they sell for hard cash. It seems to be a certain type of person why falls for this and a game company has to make a decision about who they want to cater for. I have played some of the F2P games from asia and the money squeeze is just ruining the entire experience for me. As a cheap westerner I prefer to simply pay a trivial amount per month and be done with it then "play for free" but have the game try to squeeze way more money out of me at every turn. Again Lotro is an example, almost every screen has a huge golden coin on it to link to the store. Which is a disaster in website design.
But I don't think this is anything really new. We had licenses being squeezed near the end of their life or "me too" games that were clearly designed to have broad low reaching appeal with minimum investment for maximum returns.
It only gets depressing when regular game companies start to believe that catering for the losers who have nothing to do but to whine endlessly on the forum about how they don't want to pay 14 bucks is a way forward. Here is a hint, if someone is going to bitch about such a tiny amount, they probably can't afford to buy all the optional extra's either. What you will be left with is a game deserted by the regular players and free players trying to limit their spending while dealing with complaints from lawyers about how you ruined their clients life by taking all their money.
Oh, didn't think of that? Well, it is a concern, it is hard to get into debt playing WoW. But what is to stop me from spending my rent money on a free2play game? And there are a LOT of countries with rather severe rules to protect the stupid from themselves. Do you want to deal with those laws as a game company?
Just take 14 bucks from ten million individuals each and every month. That should be enough to satisfy anyone.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Of course game company folks make money, how would there be games, otherwise. Of course they hire ninjas in ties when they can. Of course it’s addictive, that’s the point of anything economic, provide something lacking and desired to the extent that customers return the favor, forking over something desired and not available in satisfactory quantity. I play one myself, and decades ago helped write the first one AFAIK, space war at MIT.
So wucking phut.
Sounds like an ideological complaint to me, or sour grapes maybe.
I don’t spend the time and money I do with the game I like best because they have gotten over, although AFAIK everyone else on Earth is likely to think just that. What do I care what anyone else wants thinks says or does, not one bit. If I can’t take on all the rest of you anymore I’ll just hang it up.
No I love that one as buggy screwed up and irritating as it may be (it is all of that) because I want to. It’s a nice mixture of puzzle, of competition, and of socializingmy favorite things. And I can do as much it as I like as well as I like, but to do both requires either a great deal of my time or some of my money (not necessarily both), giving me choice and control over my own behavior. As if anything else is even conceivable lol.
have abused their power to silence intelligent dissent, out of lack of confidence in the intellectual soundness of their own position regarding digital piracy.
If you move the slider to view comments to -1 you'll see a pretty decent hidden discussion in this thread. But, chances are they'll tag this comment as -1 as well.
You are the fish, the game company is the fisher and the difference is between how noticable the hook is versus the bait. But with many F2P games they don't even bother with bait anymore, they just throw in a stick of dynamite and scoop up your carcass.
A game costs money, fine, I can deal with that. But when I pay 40 for a full price game and you then try to charge me 6 for a saddle.... I feel ripped off.
EA is very bad at this, it has always been the case with DRM that the pirate got the smoother gaming experience in not just having to deal with Discs and activation but also not needing the CPU sucking DRM code.
But with DLC and even worse, exclusive packs, the pirate gets EVERYTHING where as the regular consumer often can't even get the full package even if he could afford to pay for each and every one of them. A US only pack? Nice way to turn the EU gamer to the pirate website that has said package available.
Take a look at games like Dragon Age, Fallout 3 and Mass Effect. Loads of "extra's" either paid or promotional that a pirate gets for free while a paying customer can't get them all and will need to spend well over a hundred euro's for a single game.
These game companies are actively loosing sales from me. I used to buy when it was still a single game you bought and that was it. Hell, with a game with so many boring elements as Mass Effect what is even the point in buying it before all the DLC is done since it has zero replay value. Or do they think I had so much fun scanning planets and opening endless containers that I want to do it all again?
If you want my money make clear to me that I know EXACTLY in advance how much I am going to end up paying. And then STOP trying to hit me up for more money. There are LAWS for other industries to prevent exactly this. It is NOT allowed for travel companies to keep hitting you up with extra fees. Hidden service fees are outlawed. But game companies are happily trying all the scum bag methods that other industries have been sentenced for in court.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
these vile men are out for the honest few like EA etc who just want to sell you $60 games worth $10, and insist on underpaying developers and sucking the life out of them, because obviously those at EA etc do not wear suits, they wear crotch protectors made from skulls of those that invest their time in the company.
Quick someone call Sony, Microsoft and Nintendo, and give them the news!
Very interesting, and worth the read -- I think.
I'm afraid the author used the same sleazy addiction strategies he discusses on his five-page article with hard-coded returns (preventing me from zooming in too much, causing me to squint and pay more attention) to force me to somehow keep reading to the wishy-washy end.
The gist of the article: such strategies exist, and we (designers of such games, including the author) use them mercilessly to suck away your time/money. This was inevitable because of the gamer behavior data left behind by several generations of hard-core gamers.
That, and the fact that "social game designers" do not touch their products any more than heroin dealers :)
Yeah. It will extinguish itself, just like spam does not exist anymore. Or like the music industry.
In the first there are enough suckers to keep using it. In the second they change the laws AND enough users keep using it.
It is a nice explanation of how capitalism should work, but just like communism, it only works in theory, not in the real world.
Don't fight for your country, if your country does not fight for you.
A game company has to make sure you pay for the game. Playing (or enjoying) it, is secondary....
Why does this seem so familiar, Oh yeah, because it is a microcosm of the consumeristic "time is money" themed capitalist society in which we currently reside. WAKE UP!
Since you won't RTFA, here's my summary and digest for y'all:
Tim Rogers is a self-proclaimed game designer who has never worked on any actual game in his whole life. He is butthurt because F2P games make money and he does not.
And that's all you'll ever need to know about Tim Rogers.
You're welcome.
-Billco, Fnarg.com
In other words, when I'm done playing the game, start playing it with a hand tied behind your back and see if you can still do it? Look, mom, I can ride my bike without hands was already not really rewarding back when I was a kid. Not only for the recovery period.
I see it as a cheap attempt to squeeze more play time out of a game that has limited replay value. You know what would make me play a game again? If playing it again gives me a new experience. I still play games like Sins of a solar empire, over and over, not for some "trophy" or "achivement" but simply because every single game is still fun and challenging, despite the rules not changing and me knowing every possible technology to be unlocked. But depending on how the game runs, you have many different options which you have to take into account to win, the approach you took last time won't work this time because you're dealing with different planets and different opponents, spread out differently and picking on different targets.
In other words, give me a game with replay value and you can keep all those achievements, trophies and other crap I don't give half a shit about.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
So... because a type of game with a small portion of the market engages in some sleazy business practices, an entire multi-billion dollar industry is dead? What a shitty article.
I've played Lord of the Rings Online(LoTRO) since its launch in 2007. It's never cost me an additional fee since launch, even when it went free to play. LoTRO has a great online community and if you are not experiencing any social interaction that is not the fault of everyone else.
Yes, the solution to that "addiction" is more of the drug. No, I'm not kidding. Play them all. And just play the one that has that double-xp-weekend, that "get for free what you'd have to pay for" week or whatever other promotion running.
That way you get the same out of the game as everyone who drops money on them, for free, and you also only have to play them 'til you're bored by them.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Until you look outside of the USA.
In the UK, there are £79.99 PS3 titles, something unheard of in past generations[1]. People are paying more than ever for games and publishers blame it on piracy, despite many of the expensive titles not being available on PC till years later. For many years, PlayStation games had a simple system, casual games were £33-£36, "real" games were £40 and both categories having sold enough would gain a "platinum" status and become £20, so no-one had to buy used games if the title is popular because the sales would become Sony-subsidised to benefit gamers, publishers and Sony themselves (same games, only cheaper? Why go anywhere else!?).
Now, we even suffer in the PC market, as companies like Blizzard charge for the installation media plus a subscription, plus costs for expansion packs, plus more subscription costs. Steam makes some games cheaper which are on promotion but promos are not guaranteed, waiting for them is a painful process if you really want a specific title; if you're a casual gamer you'll "just pick up" whatever games are cheap and play for a few hours to kill time - that's not the same thing...
Free-to-Play games are a dangerous business, because not only are you paying for a couple of variable changes in your game, you're paying for something that could just disappear, unlike traditional physical-media based games which you can install and play to your hearts content. However, if you only give time to those games, it's no more wasted time than playing any other game. Hint: Don't wanna get ripped off? Don't pay to play, stick to free areas.
DLC is another cancer, which could leave your game crippled if you reinstall, unless there's a way to burn to disc (90% of the time there isn't). Best hint there is only to pay if there's no DRM, a way to keep the DLC packs permanently on a form of backup media that works when reinstalling or if someone has pirated the DLCs for easy reinstalls. In short: Don't pay for crap! Pay for things you may keep even if the company goes bust!
[1] http://www.game.co.uk/en/call-of-duty-modern-warfare-3-hardened-edition-149234?pageSize=20&categoryIdentifier=10225
Why are people posting articles with provoking headlines exaggerating the issue at hand? I understand this from tabloids but I would rather not have it in Slashdot. Nobody "killed" video games, its complete opposite, gaming industry is doing better than ever. When it becomes multi-billion business, lots of different kind of games show up. When web was invented, you didn't have many scam sites either. Don't visit them.
As an avid gamer, the unfortunate thing that has happened in video games has not much to do with greed. It has to do with facts that everyone's playing games nowadays. Hardcore games (like Q3, SC1) are not popular because they take effort to learn and consumers don't want to do that. Its not fault of the companies who make games. Same happened when music as art (classical) music's golden age ended. Maybe same will or has happened to Slashdot too as it will get more mainstream and all kinds provoking low-quality articles get posted.
Previously, I just responded to another post where someone blamed the "downhill of gaming" on DRM. Next article will probably blame it on climate change, who knows. Populism is annoying.
Let's face it, no game is going to give out a real reward like a space alien coming to recruit you to be a starfighter in a great galactic battle.
Ah, The Last Starfighter - one of the first DVDs in my collection. I did eventually watch it - a Star Wars knockoff perhaps, but a well-made one at that.
I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
I've heard MtG referred to as "cardboard crack" on a regular basis, and for good reason.
I spent way more on MtG than I have on computer games. I do my computer gaming on the cheap, and I have some other expensive hobbies, but MtG is still in the lead.
I stayed away from the rotating competitive formats though - I went for non-rotating formats and/or casual instead.
I at least didn't add Warhammer to the pile though.
I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
I liked achievements to begin with, they gave you a reason to do more than just min-maxing and try out different strategies. But there's become so many of them it's like having banner, interstitial, pop-up, pop-under and ajax ads all at once. I'm completely desensitized to them now because there's hundreds of them and I get awarded one every two minutes. It reminds me of the time when banner ads were supposed to be epilepsy inducing flashing red and yellow. I just hope it gets dialed back to being, well, achievements.
Live today, because you never know what tomorrow brings
Usually, when someone decries the situation, /. is the place to find comments who point out the exceptions, the good alternatives, the ones that don't fit the formula.
So, where are they? Which Freemium games aren't part of the Zynga conspiracy, are being made by actual game designers, and aren't designed as drugs, but as games?
I'd really, really love to hear about them. As a gamer with dramatically changing amounts of spare time, I don't do subscription-based games anymore, because I know there are long periods of time, as long as a month or two, during which I won't be able to play at all, or maybe an hour a month. So Freemium games are a real alternative for me, and I don't mind paying here and there, as long as it's still a game I'm paying for.
Assorted stuff I do sometimes: Lemuria.org
It helps to have a sequel that improves upon an already great concept.
Civilization II was definitely this. haven't played III, IV or V
SimCity - 2000 definitely, not so much 3000, and I didn't try 4.
Age Of Empires II added some things, but mainly just changed the setting from the ancient world to the Middle Ages
I haven't gotten into Starcraft 2 because my computer isn't really powerful enough to run it.
I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
I'm sure some females play it, but I don't see the particularly female appeal of yet another wargame (even one as good as AoE)
I figure The Sims was successful in large part because it appealed to both genders.
I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
Videogames have not died. what has happened, is that nowdays much more people play videogames, and some of these people play things like FarmVille, that are more a addiction than a hobby. You still have a amazing rich variety of videogames, with styles from all eras and tastes. Even if you thing is Street Sweeper Simulators.
My problem is... if the title IS STUPID, sould I ignore the whole article? probably, if only to avoid feeding atention whores that must use alarmist and false claims in titles.
-Woof woof woof!
But the original TF was a Quake(World) mod, so it had a very large fan base before going commercial ....
Don't blame me, I voted for Kodos
Yes, the House always makes money with poker. But that's like saying that the "winner" at a car race is the guy that sells the racing fuel. Yeah, he makes money, but he's also not playing the game.
Poker is a game played with other players. The actions of the other players inform and modify your own actions. Only games where it's just you vs. the house, where you can predict exactly what your opponents odds are and actions will be, at any given moment, are that predictable (and therefore almost always unwinnable, since the house hates to lose.) There are very well-defined strategies for losing the least amount of money at fully-randomized blackjack. Over an infinite amount of time, you will lose money at exactly the rate the rules predict.
No such strategy exists with Poker when applied to a single player in a game with several of them. Certainly, the group of players will lose a fixed amount of money to the rake, but more often than not, one player will walk away with more money (and more than he started with), at the expense of the others.
Poker is a game where a machine algorithm based only on card probabilities can certainly handily beat players that do not understand the probabilities involved in the game. Once your the player has acquired the same readily obtainable mathematical game knowledge that was programmed into the machine, the player will wipe the floor with the robot. Unless, of course, the robot starts to be programmed with something that will analyze the betting behaviors of the player, but at that point you've passed out of the realm of pure math and are well into psychology, and the programmer is essentially back to playing other players.
If the game was pure probability where only the House wins, there wouldn't be Poker Bot tournaments, now would there?
So they are making there game fun and engrossing in the hope that, upon playing it, you will decide that it is so much fun and engrossing that you are willing to part with some real world money for some additional perks- rewards as it were for keeping the game going.
They are not making them more fun and engrossing, quite the opposite, they are optimizing things like random-loot drops and level up intervals to maximize your exchange from real world money into in-game currency. Essentially they are trying to maximize the amount of annoyance the player can take, so that he doesn't outright quits the game, but instead uses his cash to buy game progress to speed up the slow gameplay up. And the evil part with cash: Once the player has invested money into the game, he will have an even harder time to give up on it, he has after all to justify the purchase to himself thanks to cognitive-dissonance.
Finally the large studios may, possibly, see new game markets and FINALLY make something that is not 'FPS game with narrow boxy corridors #X'
Well, the good part is, yes, you will totally see more non-FPS games, the bad part is that those will be variants of FarmVille and grind heavy things that require no skill other then time and money.
thats a speciel edition of the game, so no wonder it costs more.
Ninety percent of everything is crap.
I've been playing TF2 from the start. Now it's free to play and it's not crapped up. I haven't put another cent into the game above it's initial purchase price in 2007. If I can't trade for it or craft it, it's tough crap. F2P works for me.
Oh there's trouble right here in the Galaxy, Trouble with a capital T that doesn't rhyme with K that stands for Ko-Dan!
So what's new?
People have been making video games for years to be addictive. So they track you more now than they used to. Know how long players play their games etc etc.
If you don't like the big games, go for the indie developers instead. You know like it used to be ? The dev doing most of the artwork code and most other areas of the game.
Damn, buy Minecraft instead. Buy something that supports the indie developer and that is fun.
You are seriously comparing a video game to drugs?
Seven puppies were harmed during the making of this post.
With graphics that poor, they are bound to fail! :0)
Really it is that simple. Those little "social" game are in reality based on skinner box, and related psychological effects on reward & efforts. See, ask yourself WHY those "Freemium" game are hired, not scenario writer, not game designer, but psychologist. Think deeply on that.
I read that summary twice before I realize they weren't talking about coin-op video arcades. When they were common, I was a kid, and though they used real world currency (quarters), it wasn't my money - so they were "free-to-play".
And everything the summary said was true about those old arcade machines. I'm sure it was true about the mechanical arcade machines before that - if you could get the coins from someone else.
For parents, it's never been "free-to-play". Except maybe when the games are played in just trees in a backyard.
--
make install -not war
Right.. so I guess pro gamers (note the lack of "video" here) that a whole lot of people watch don't go to work when they play?
American football, association football, ice hockey, tennis, basketball... all games. All work for the people at the top of them. In fact.. its work for people not anywhere near the top of the game, too. Semi-pros making next to no money are still spending 15-20 hours a week training to play in leagues that get little fan appreciation. But they do it because they love the game that much ... or they hope to move up.
Do the people at the bottom of the skill pool in those games expect to get shit for sucking? No. So when a video game developer does essentially that, it pisses off the gamers at many levels of skill. Its probably profitable, but corporate profits have a funny way of not dissipating customer rage.
Consider Fallout 3: GotY edition. Costs less than the full product at launch, includes all the DLC. I get twice the game at half the price. I don't give a fuck if I get it two years late. Anything I buy is at least two years old for that reason, movies, games, etc. Gives enough time for the hype to die down too, so I can make a more reasonable decision. Caveat: I don't play multiplayer, don't care for competition.
Twinstiq, game news
Reminds me of Insane Ian's song about Dig Dug:
http://www.youtube.com/watch?v=ARX9vleIfs8
I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
Shareware was more akin to receiving the first actual complete game for free, and required you to pay for the sequels. Consider Doom, Keen, Duke Nukem, etc.
Twinstiq, game news
Reminds me of the "Frontalot needs food. Badly." line from the song Charity Case
I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
The core of Capitalism is the making of profit above all else...The reason for maximizing profits, is and can only be Greed.
Uh, no. The core of capitalism is that the means of production are owned by those who invest capital (money) in them. As opposed to communism, where the means of production are owned by the community (of workers). Being an asshole or greedy or whatever does not come into play unless you were an asshole to start with.
== is a comparison operator.
So I'll help you out and resolve the comparison"
False
Glad I could help.
The desire for profit is NOT the same as greed. Greed is to making a profit as gluttony is to eating. Both eating and making a profit are good. Both gluttony and greed are not.
There is a difference.
www.theclassicalliberal.com
What's artificial about helping the NCR beat the Legion?
SHUTUP IT'S REAL!
http://www.youtube.com/watch?feature=player_embedded&v=mxX7SRuU0ho
Call of Duty games are generally 90% skill/teamwork/strategy and 10% whatever garbage you unlock by leveling. People who were upset by the promotion are dumb.
Yeah, seriously. Doing drugs is cool.
For any commercial developer, which means those that at least try to break even and are not a community project that is driven by volunteers, there MUST be a focus on trying to make money. In some cases, this means just selling the game, with the hopes that there will be enough sales to at least pay the employees for the expense that went into the development process. In others, the base game is free, so income has to come from some other source.
The article is primarily about "free to play" games, and the effort to get players to pay for content. Many of these really do act as a bait and switch type game, where there is just enough "free" content to really show up as a "trial", but not enough to let you continue to play for free without spending money. Others put enough into the game where players really do have the potential to play for years without spending a penny, though making the spending of real money a real time saver. In many cases, there really is a design that focuses on addiction and using addiction to encourage the spending of real money.
Now, for what has really killed the game industry, the cost of development is VERY high, and this encourages developers to try cutting many corners, which tends to lower the quality of the product. In others, you see an endless supply of "clones", where most developers could not come up with a NEW game design, and they just follow the pack in the same genre. How many first person shooters does a person need to play before he/she/it figures out that it is the same game with some new bells and whistles? A good story is always good, but in general, deathmatch, or team vs. team multi-player with no significant change to the game concept does not advance the overall state of the industry.
So, you really have a big problem, how many millions of Dollars(or Euros) does it cost to make a game that will sell enough to at least cover the development costs? Good music, sound effects, and graphics are not enough, you also need a good story that people feel is worth paying to play to see how it plays out, and you need game play that does not feel like the game design was handled by someone doing serious amounts of drugs. That isn't cheap when you put it all together.
Going for a "lowest common denominator" when it comes to game DESIGN is also a killer. If your graphics are limited to what can be put on a Nintendo Wii or Xbox 360 and does not scale up for what modern PCs can handle(so the game improves on better equipment), those with better equipment will feel like the games are not worth paying as much for. Games should aim for MUCH higher specs than the projected highest end PCs at time of launch, and then scale down for systems that are more mid-range at the time that development starts(since those systems would be the low end after four years of development).
Then again, developers that can't come up with a new game engine that can be re-used for future titles are also looking short term. If a developer comes up with a new game engine for EVERY new title, then that is a waste of development money, so either license an existing game engine, or really focus on making a great game engine that can be licensed to others, and make your own game just be a great example of what can be done with that engine. Bioware didn't become a success just because of a few great games, it was being able to use the Infinity engine from Baldur's Gate in a good number of games, and having Interplay also picking it up for several Black Isle titles, which helped fund future games.
So, pick your reasons why the games industry has faded over the years, but people who don't understand these things really should not be in charge of game development companies.
The core of economics is people doing valuable for things for other people -- "creating value", to use a PHB word. I've had a bit of exposure to the business world, and discovered that there are basically two kinds of businessmen: People who want to get your money by giving you something valuable (i.e, worth the money), and people who just want to make money whatever way they can, preferably with the minimal effort (i.e., generally giving you nothing really valuable, or by causing damage in the production so that the net effect on society is negative). The first kind of businessman actually makes the world a better place; the second generally makes it a worse place.
Our system generally rewards the first kind, and we do have some systems in place to limit the effect of the second kind. But we need to be always on guard against the second kind, and continually trying to put in laws which restrict the second kind while allowing the first kind to thrive.
TCP: Why the Internet is full of SYN.
I didn't remember the name of the game that used to say this to you, but the internets tell me it was a message from the game "Starship 1".
Though I swear there was one game that actually *said* so using voice synthesis, however, not just a message on the screen...
I have stopped playing any game that has a double XP promotion (or equivalent). The existence of this mechanic proves that the game is designed with the primary target of addiction and monetisation, instead of fun.
After all, a good game would use exactly one time frame to earn XP which leads to the most fun, and not a "reward" for playing at a certain time. You cannot improve my experience by changing the mechanics, if they weren't worse to begin with.
Do you remember all the posts on Slashdot...
What the fuck are you talking about, n00b?
If you ever want to read an interesting book on this subject, For The Win by Cory Doctorow.
If you don't vote, you don't matter, so don't waste your time telling me your opinion
Double XP for mountain-dew in shooters is not nearly as lame as the concept of XP in general. Who the hell thought to move XP from RPG's (Role Playing Games, not Rocket Propelled Grenades) to shooters?
It used to be that one could sit down with a bunch of friends, start up 1942 (or something similar), and just play. Obviously there were good and bad players - so normally we adjusted teams accordingly - but there was no advantage to the guy who has oodles of free time and tons of XP vs those that hasn't played the game before and were just starting out.
Add to that the lack of local LAN capabilities in most modern shooters (MW3 being an exemption it seems), and they're just NOT FUN anymore.
What really pisses off CoD gamers who haven't drunk the Koolaid is prestige itself; a merit badge for grinding that encourages 75% of the Black Ops servers to run the tiniest map on infinite repeat, to help people level up faster.
I was actually about to comment on how surprising it is that it took this long for the games industry to mutate to this model.
Yeah, it wasn't like the games industry figured out they could put games in public spaces where teens congregate and milk them for quarters.
Oh, wait they did.
Old news is 30 years old.
I give them credit for an interesting alternate strategy. Maybe a different way to play the game, or a way to use the game for another purpose.
In various strategy games, I lean toward a defensive strategy myself, though I sometimes get screwed for not expanding enough and/or acting quickly enough.
I listen to both RIAA and non-RIAA stuff if I like the music, tangential business/politics nonwithstanding.
Question: Who killed video games
Answer: The Beancounters
an executive usually has the legal obligation (towards shareholders) to do exactly that.
False. And demonstrably so. Otherwise every CEO/VP/EVP/SVP of a bankrupt business would be in fucking pound-me-in-the-ass prison.
This is an urban legend - stop promulgating it.
Which would have cost £40 or so if this was a few years ago. I brought MGS2 Substance and MGS3 Subsistance (which are both "special editions" of MGS2 SoL and MGS3 Snake Eater respectively) for £40 new in GAME.
I think it's ridiculous to pay £80 for a single game.
I miss my original nintendo, bring it back and start from scratch. http://www.thecribhub.com/