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by chipsy
3680 days ago
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There are an exceptionally large number of design parameters in "fun". And it's not enough to be fun to be commercially viable - there has to be a hype factor(premium) or a monetization strategy(f2p) built into the product too. All of this is best combat with a lot of feedback, and a lot of kinds of feedback. It's challenging to parse all of the information and stick to a certain focus, since the incentive to play your game over others is not clear or obvious. |
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That sounds like you want over 100% fun. Hype literally means over.
Sure you need a monetization strategy, and simply selling might not be good enough, but at some point you are not selling a pure game anymore. Collection of additional content for example is a meta-game that's only loosely connected to the game, without any real benefits. That is not more appealing.
edit: There's some truth to it, though. premium makes it less fun for some and in relation to them, 120% fun for the premium users. And that's not entirely wrong, because a game can't please anyone, so it's OK if some enjoy just 85% and you want to keep out the ones who couldn't enjoy it all, so they don't spoil it out of ignorance or spite. I'm just not sure that getting more money for premium content is the right motivation to develop a clear distinction in this vein, to actually keep out "filthy casuals", with DLC it's quite the opposite.