And thus we come to the core of the problem - the lack of honesty about how much impact IAPs [in-app purchases] have on games. The truth is that F2P monetization is frequently very much about concealing exactly this impact from its players so that we will either play until we are so invested that we will cough up and pay, or so that we'll provide an audience for the whales to lord it over. Burying pay-to-win mechanics under an initial layer of skill-to-win, providing advantages that become required for competitive play, roadblocks or surprisingly reduced game functionality tucked underneath paid barriers that weren't obvious when you started.He cites League of Legends and Marvel Heroes as games that do it right and wrong, respectively, though he does criticize LoL for failing to offer an all-the-content-for-a-single-price option.
Posted on Nov 28th 2014 8:00PM
Posted on Nov 28th 2014 7:00PM
Posted on Nov 28th 2014 12:00PM