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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."

7 of 401 comments (clear)

  1. Re:same as with everything else by fuzzyfuzzyfungus · · Score: 5, Insightful

    More subtle than that, arguably.

    Consider this bit from TFA:
    "An ex-drug-dealer (now a video game industry powerbrain) once told me that he doesn’t understand why people buy heroin. The heroin peddler isn’t even doing heroin. Like him or not, when you hear Cliff Bleszinski talk about Gears of War, he sounds — in a good way — like a weed dealer. He sounds like he endorses what he is selling. When you’re in a room with social games guys, the “I never touch the stuff” attitude is so thick you’ll need a box cutter to breathe properly."

    With the traditional, boxed lump-'o-retail game, there was a certain necessary straightforwardness, possibly even honesty about the thing: You make the game and either get my $50 or not. Even if you are merely calculating, you still want to make a fun game, because you need me to buy it. If you are genuinely enthusiastic about games, you also want to make a fun game.

    Once you get into the world of DLC and MMORPGs and such, you are in a sort of intermediate position: There is still the upfront purchase; but you have a constant nagging incentive to see what you can get away with in terms of sucking me in for another month's grind, or making some downloaded component semi-obligatory.

    Once you get to "freemium", our interests are more or less at odds: I'm a net loss to you as long as I play for free, so you have an incentive to try every dirty trick in the book to 'monetize' me, and create a game that induces payment without ever overtly demanding it.

    It's ironic, actually, that the "casual" games would be the ones where this rather ugly dynamic is strongest. The stereotype(not 100% without supporting anecdotes, but rather overplayed) is that the 'serious' gamers are the ones where the hardcore addictions are; but that is the area where the publisher's incentive to create addictive gameplay is weakest: You already have my $60, you want me to enjoy myself so I'll buy the sequel; but you gain nothing from sucking away my life. On the casual side, you start with nothing from me, and you have to scrape it out one microtransaction at a time...

  2. More nostalgia goggles by antifoidulus · · Score: 4, Insightful

    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.

    1. Re:More nostalgia goggles by grumbel · · Score: 4, Insightful

      How is this fundamentally ANY different from what video games have been doing since the dawn of time?

      Ever played FarmVille? No? Give it a try. Within the first few minutes you will learn that that games works quite different from anything you played in the past. Among other things:

      * based on realtime, forcing you to revisit the game to not spoil your crop
      * regular calls to spam your friends, for in-game reward
      * regular calls to exchange your real world money for in-game currency
      * randomized in-game reward whenever you start the game
      * essentially free of challenge, all the game requires is clicking on stuff to get rewards

      None of those elements have been present in that form in traditional games.

      Certain elements of course overlap a bit, Civ has some of those addicting elements, Diablo had them, etc. But the way they are directly exploited and analyzed in free to play games is quite a different thing then what you had in the past.

      Arcade games where of course somewhat similar in trying to exploit the player, but they where limited by needing an expensive arcade machine that could only serve one or two players. Online games not only no longer have that limitation, they also allow regular changes to the games to optimize them for maximum revenue.

  3. Re:same as with everything else by msobkow · · Score: 5, Insightful

    I was hooked on Mafia Wars for a few months, until I realized how much time I was wasting for nothing. So-called "social media" games are anything but. There is no social aspect to them at all -- no in-game conversation, no player messaging support, nothing. Anyone with a headset and an XBox experiences more social interaction while gaming than on Crackbook.

    Once I stepped back from them, I realized you couldn't even really call them "games". There is no winning or losing, only perpetual grinding for enough points/items to accomplish a mission, after which you eternally move on to the next mission that they've added in the meantime.

    There is no skill involved, no choice involved, and no thought involved. Just keep clicking long enough, and you'll get to the "next level."

    I'd call them Ponzi schemes, except you were never promised anything of use or value if you choose to spend real money on them.

    --
    I do not fail; I succeed at finding out what does not work.
  4. Easy differentiator by sjames · · Score: 4, Insightful

    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.

  5. Re:same as with everything else by PopeRatzo · · Score: 4, Insightful

    I have to admit i pirated oblivion, which in turn made me glad i did not spend 60 bucks on the dumbed down.

    Did you finish the game? You seem to suggest you did not.

    So, would you call it "lost profits" if a download prevented someone from being fooled into paying $60 for a game that they never would have if they knew how bad it was? It's perfectly reasonable for someone to expect to try something before they buy it. Now I don't mean you should be able to eat a hamburger before you decide to pay for it, but you should at least be able to get a look at it to see if meat is rancid.

    What was the last time you saw someone offer a money-back guarantee on a video game? When you have a business model that is dependent on selling an inferior product but relying on them not realizing it until you have their money, you deserve to lose profits.

    I don't really believe purchasing products is supposed to be like buying a lottery ticket. If a corporation loses profits because people get wise to the fact that they are selling empty boxes, then I believe that's a good thing for people, if not for the corporation who was selling empty boxes.

    --
    You are welcome on my lawn.
  6. Re:same as with everything else by Babbster · · Score: 5, Insightful

    If you look at console games, you'll note that the price point is now roughly between 60 and 70 dollars, whereas it was 50 a generation or two ago.

    No, you won't note that. You'll note that the price point is now roughly between 50 and 60 dollars, assuming you're talking US dollars. You'll also note that $50 was the standard price for console games for much longer than "a generation or two" - more like over 20 years. Heck, I remember Super Nintendo games up to $75 at retail and N64 games sometimes debuted at even higher prices! Playstation prices bucked the trend (and in fact set a new trend) by being cheaper because pressing CDs cost publishers next to nothing (just as DVD and even Blu-ray duplication is extremely cheap compared to cartridges). In short, adjusting for inflation, retail console game prices have gone down over the years. This is thanks, again, to the disc formats replacing cartridges and the economies of scale. Even with significantly higher game development costs, more games sold means profits can be realized at lower retail prices. I think the reason people think that game prices are higher today is that the average age of gamers has risen steadily over the years which means that more people playing games today bought them with their own money. I was buying games with my own money before the Genesis and Super Nintendo hit the scene, so I've had to know game prices for over 20 years.