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Comment by jeffwask

3 years ago

He just executed a merge of his company with a company that produced know malware delivery platforms for installing scamware.

I think we can guess where his intentions lay

Having read the full context on the original article on pocketgamer.biz, he is, in fact, making the assertion in this post title -- that game creatives that aren't working with sales and publicity teams from the beginning to build in monetization are idiots.

Original article: https://www.pocketgamer.biz/interview/79190/unity-ironsource...

Edit: I say this because I don't understand how it's not clear that he's driving for monetization in every game.

  • The confusion is over what is meant by 'monetisation' here.

    Is is "making sure the game is at all commercially viable so I can afford to keep myself alive and well fed", or "making sure that every drop of money is juiced from the customer".

    Without a clear statement that he meant the latter, I decided to give him some benefit of doubt unless I have additional context (I never heard of the guy before).

    • I think using the term “compulsion loop” when taking about monetization is a pretty clear sign that he means the latter.

      Making a game that can pay for itself doesn’t really need to trick people into it. Look at stardew valley for instance, or factorio, or minecraft

      3 replies →

    • Having worked under Ricitiello at EA, I am fairly confident his brain is not capable of distinguishing these concepts. I don't think he even understands the concept of "enough money".

    • >Is is "making sure the game is at all commercially viable so I can afford to keep myself alive and well fed", or "making sure that every drop of money is juiced from the customer".

      yes, because teams typically undertake complex, expensive, and difficult projects for charity with no intention of being paid or making any financial gain

    • It looks like the intent is to offer tools for taking money from customers. This means that the extent and character of monetization would be up to developers. It might mean adds, it might mean in game purchase opportunities. It does not necessarily mean a choice between two extremes.