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I think the thing that people miss in their discussions of video games is that “enjoyability” or “fun” are not 1-dimensional quantities. It's been a great opportunity to teach him about peer pressure, and the relatively harmless of this version of it, in contrast to more harmful ones related to drugs, alcohol, or risky behavior for teenagers.īy making a game that people actually enjoy playing and tell their friends about. My son uses a portion of his allowance to keep current on his emotes and skins because his friends apply social pressure by teasing the kids that don't have them. > Saying Fortnite is “optimized for profit” makes very little sense, since nothing you can do in the game requires purchases at all. There are some free to play games that find a good tension between this early on, but longer term, I find that the games because less enjoyable because it is too time consuming for others to keep up with my "pay to play" approach to skipping the time intensive portions of the games. Unfortunately in many of the games that my kids enjoy, I have noticed that the optimization path for the freemium model includes increasing the time sink required for access to game mechanics and content, and increasing the rewards for paying actual money for access to mechanics and contents. I have more money than time, and I am happy to use it to accelerate my access to free to play games, especially for cases where I am playing games with my family, who generally have more free time than me. I am a "whale" as a consumer - I really enjoy video games, but my time is at a premium. Optimizing for player base is at odds with optimizing for paying player base. The model works, which is the best and worst you can say of it. Of course we've seen that happen with in-app purchases of crystals and smurfberries for years. I have more characters and resources than I know what to do with and have had a great time.īut the business model is definitely predatory on people who are willing to pay hundreds or thousands to score a character or optimal item. I've played happily on and off for months and only experimentally paid $5 to see if it was worth it. It's almost entirely single-player so there's no competitive pressure, money is only needed if you don't have enough in-game currency to snag a character you want. Gambling-powered GaaS is a pretty scary combo.īut on the other, it's a fabulously beautiful and well crafted open world with tons of things to do and explore, offered completely for free, no strings attached. This is difficult to judge either way, since on one hand Genshin is a deplorable gacha-style addiction machine and the worst of what gaming has to offer.
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