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by adotbacon
1754 days ago
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Importantly this is limited to online games. The reuters article doesn't make that clear, but NYT / WSJ articles do [1][2]. Many online games use matchmaking which push you towards a 50% win rate which keeps you more interested than if you were to 'always' win or lose. Depending on the game, you might then spend money or grind time in an attempt to improve the resources available. And in some of those, 3 hours a week necessitates redesigning these games so that they're playable - at least segmenting China's user experience to retain interest. If this regulation can encourage developers to better respect gamers' time and resources, that's a win. On the other hand, games with longer matches like DotA2/League in their standard modes may run too long to squeeze into an hour. I don't think the experience in those games themselves disrespects the time of users, but the 50% win-rate matchmaking and dream of getting out of 'dumpster tier ELO' can be problematic. On a hot streak or a cold streak? "Let's play til we win/lose." Single-player games have less pressure and more ability to walk away at mostly anytime (especially these days with quick-save) so you're playing them more on your schedule rather than beholden to the game itself (really the people playing). Multiplayer creates a lot of replayability through the unique decisions other players are making. [1] https://www.nytimes.com/2021/08/30/business/media/china-onli...
[2] https://www.wsj.com/articles/china-sets-new-rules-for-youth-... |
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Any competitive, skill-based matchmaking system that's tuned to produce the fairest game will strive to produce games where all participants have a statistically equal chance of victory. That includes non-video games.
Why are you spinning this as if it's some dirty, manipulative ploy?