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.
I keed. I keed!
The soylentnews experiment has been a dismal failure.
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.
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.
No, they don't have to make money. Profit is not a right.
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BMO
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.
Neither are games.
The difference, according TFA, being that these games intentionally provide variable stimulus (the most powerful type of stimulus according to behavioral psychologists) and diminishing returns in order to maximize profits. A regular game which you paid up front is designed to entertain you. Whether or not you actually finish the game depends on the perceived difficulty of the game, the appeal of the game view (world, story, graphics, physics system, etc) presented to you and your own desire and willingness to keep playing. Whether you actually finish the game or not makes no difference to the creator, he has been paid up front.
What these guys are doing is intentionally manipulating your emotions by constantly dangling candy in front of you, but just out of reach. Every time they see you starting to lose interest, they might move the candy a little closer, every time they see you are really interested they move it a little further. Therefore you are being intentionally manipulated not to achieve satisfaction with the game but rather to achieve you sending them a credit card authorization. Satisfaction will come later, we promise.
Seven puppies were harmed during the making of this post.
They have to make money in order to keep the business going dumbass.
"Every time they see you starting to lose interest, they might move the candy a little closer, every time they see you are really interested they move it a little further."
Sounds like /. Every time I log out for a few days, and then log back in, I get mod points; else, not.
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.
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."
He wasn't kidding about being 'The Worst Journalist In The World'.
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.
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.
LOL has a serious problem though... You are not allowed to learn how to play. I logged on, played five games, then deleted it thanks to being called all manner of stupid names, and being verbally assaulted for not memorizing all the silly terms ("leash blue!", wtf?) before hand. It seemed fun, but the community verges too much on "hardcore" (read: 13 year old boys) for my tastes. I miss silly online shooters, like UT2k3. TF2 is close, but I got sick of Valve updating the whole 30Gb package every three days just to include a stupid hat.
A patriot must always be ready to defend his country against his government. -edward abbey
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
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.
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.
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
That is less true than it used to be. Now there is a decent training mode, and a practice mode, so you can learn without pissing off the (admittedly) rather noxious community. I won't lie to you, the community is noxious. Something about DOTA games, not sure what.
That being said, LOL gets my vote. They make a fun game, that is actually free to play, where you can't ever buy an advantage. Oh... you can buy an awful lot, and they definitely set the pricing in such a way as to maximize profits. However, you can play for free, and unlock every piece of game content for free. You can NOT unlock skins (they are sometimes very cool), nor certain other perks. Perks which have no ingame effect what so ever. You must use cash for these things. However, you can be a long time League of Legends player and never spend any cash, and compete with anyone else, which isn't unique, but it's close.
Spiral knights is a perfect example of the opposite. It's a fun game, but it requires a rather healthy amount of cash to advance in the game. Pay to win, as it were.
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.
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