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by wheelie_boy
1689 days ago
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But could you make a better game if you didn't need to funnel people into buying gems at all? The answer is always yes - you always need to give up something to make people buy gems. Apple Arcade is a good example of this. With the subscription, they have a bunch of games which used to be gem games, but had that part of the monetization removed. And all of the games are better for it - they removed a lot of the frustration, gambling, unnecessary delays, which had been added to push people to buy gems. |
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This is half-true, at least for the ones I tried on Apple Arcade. Example, the Castlevania game. All the stupid gem gacha bullshit addiction-driving stuff is still in the game, it's just that you no longer buy the gems, the game just absolutely throws gems at you for free while you play. But you've still got all the stupid mobile game addiction driving stuff like daily quests, 'pulls' to randomly get items, a tedious and complex system of upgrades for weapons/characters that's completely unnecessary (except it is necessary because the difficulty's tuned such that you'll never get through the game without engaging with it all), all that stuff. The Star Trek game was similar IIRC.
The games are still worse despite not wanting money, the (originally) monetization-driven game design poisons it anyway. For me this was one of the most disappointing parts of Apple Arcade, I'd thought the point was to pay for access to _quality_ games, not bullshit mobile games with the IAP hastily ripped out.