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Comment by danShumway

4 years ago

> But, as lame as it sounds, some people do like it. I'm guilty of playing a RuneScape-like game for mobile (Ancients Reborn). Things are slow and you need hours and hours to raise skills but, even though it's arguably boring, I find it relaxing.

To be clear, I don't think that part is lame at all. That part is great. I'm all for relaxing repetitive games.

But I don't think that is what happens for all of the players in a game with pay-to-skip mechanics, and I think when we talk about the positive aspects of a game like Runescape, we're kind of engaging in a little bit of wishful thinking about how universal that experience was for all of its players. If a game is genuinely optimizing for creating a relaxing repetitive experience, then it (and 3rd parties around it) probably shouldn't also be monetizing getting rid of that experience.

Runescape grinding in theory was a relaxing, great experience for some people. I'm very happy for those people, but in practice, enough people obviously hated the grind enough that they were paying for bots. I am less concerned about the people who genuinely enjoyed chopping down trees, and more concerned about the obvious subset of players who were somehow feeling trapped by the game into spending real-world money to avoid something that was obviously unpleasant for them.

Willing theraputic, relaxing, repetitive grind is great. Hard to monetize with microtransactions though, and when I look at the play-to-earn model more broadly, that model literally doesn't work if people enjoy the grind. The only way the money comes into the game is the grind isn't theraputic or relaxing, a nontrivial chunk of the playerbase has to hate that process or else nobody makes money.

The healthy, relaxing, kind of best-case scenario grind you describe is the opposite of what a play-to-earn game designer wants; those designers have a strong incentive not to allow their games to have enjoyable grinding, because the whole point is that they expect the majority of their players to pay money buying resources from other players. That monetization model only works if people aren't enjoying the grind.