![]() ![]() I really think that most big gaming corporations are headed by sales & marketing people who see gamers as just a general group of (dumb) people who will throw money at the latest incremental game is released.and now with the mobile market being such a huge source of income (especially in Asian markets), everybody just sees that. Tone-deaf and not understanding their core audience doesn't even begin to describe that YongYea video is pretty spot on. this is a Diablo (on PC) enthusiast crowd that had paid $199 for a ticket for the Convention, + all associated travel fees & food & stuff, to hear "a big announcement" that had been teased.and then to be told, "Wait, don't you all have phones?" And if I'm to be remembered for any single Jimquisition, I'd like it to be this one.Click to expand.I'll add to that, this isn't just any audience. From "Hook Habit Hobby" to the "IKEA Effect," you're about to learn just how low this industry's tricks get. To really hammer it home, we'll have to meet Torulf Jernström, a mobile studio CEO whose tactics for hunting "whales" - the prime targets of microtransactions - sound scarily like instructions for selling drugs. ![]() Today we look at the human cost of predatory monetization - the impact that exploitative business models have on their vulnerable targets. When we talk about the impact microtransactions and loot boxes have on players, however, we often argue in abstract terms. The shameless number of microtransactions and loot boxes have made them grinding and shallow "services" instead of complete videogames. ![]() Aggressive monetization tactics have undoubtedly lowered the quality for many so-called "AAA" games. ![]()
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