Comment by rowanG077
3 years ago
There should be no monetization design in a video game. The design should be make your game good so people will buy it.
How ridiculous would it be for other forms of art to have "monetization design".
A chef that styles their dishes in such a way that there clearly is a gap in the dish which should contain a nice piece of steak or something else. When you are eating the dish the waiter comes with that piece in hand and asks if you want it for a small price.
Or a painter that paints a picture with elements missing. If you want to experience the true masterpiece. Please buy these extra element and also for a small price you can have better matching colors.
How such behavior is acceptable in video games is truly baffling to me. But then again I have never bought anything using a microtransaction. I think it should be illegal to be able to ask a user to buy something when in game. You also don't get a pop up when watching a movie to please enter your credit card number to be charged $2 to watch this extra scene that was cut.
Hard agree. "Monetization design" is almost universally a euphemism for casino-style addiction mechanics whose sole purpose is to habituate users to continue feeding quarters into the slot so the good feelings don't stop.
I pulled my (meager) rev contribution out of their subscription service following the IronSource acquisition and this makes me confident that was the right call. All due to respect to the fine folks working on the platform, but it's not something I'm interested in using anymore.
> I pulled my (meager) rev contribution out of their subscription service following the IronSource acquisition and this makes me confident that was the right call.
Yesterday, I took a 5 figure loss on my Unity position to get out from under this horror show. Still feel fantastic about it.
If you are going to have casino monitization, it is still better to consider it earlier than try to bolt it on at the very end.
In principle I don’t entirely disagree that the pendulum has swung way too far towards monetization and away from pure vision in video game design, but it’s funny you mention chefs not compromising…the restaurant business is notoriously low margin and very many new restaurants fail quickly.
One of the more common reasons is that inexperienced owners don’t understand their food costs and therefore design delicious, lovely menu items that actually lose money when you calculate everything that goes into them. If you want it to be more than a brief experiment, you gotta get the spreadsheets out at some point…
I'm not saying don't charge what is necessary. I'm saying monetization shouldn't be part of the experience you are creating.
If you are going to have it, still better to consider implementation and mechanics early, opposed to try to bolt it on to a mostly finished game. I would agree that intentionally planning to do the latter is idiotic.
2 replies →
Hmmm...
Is that really so?
Sounds like pizzas where you can put things on it for additional price. Or when you buy house or car and pay extra for each little thing.
I agree that in modern games its way more intusive then it needs to be.
No it's not comparable to that. Adding things to the pizza/car is a decision you make prior to using/consuming the good. I have no problem with games doing the equivalent. E.g. you purchase any DLC or costumes or cosmetics or whatever BEFORE starting the game. The evil part is making monetization part of the game. I would also find it evil for a car to suggest "Buy the vacation increased range package for 49.99$ and have 50 extra kilometers of range for the next 2 weeks", while you car battery is at 10%.
Yeah, you are right. Intrusion level is different and way more peedatory.