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."
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...
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.
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.