> These types of purchases are common in mobile
game revenue models where the base game is ‘free-to-
play’, but the player is encouraged to spend money to
make unimpeded progress in the game
I miss the old 90's days at the arcade where we were stacked horizontally in a queue waiting for our turn, holding coins in our hands. We've been forced to trade the "pay to play" purity of skill and community for the predatory economics of "pay to win."
This evolution is well-explained in this video (https://www.youtube.com/watch?v=xNjI03CGkb4), entitled "Let’s go whaling: Tricks for monetizing mobile game players with free-to-play." which has been cited in countless YouTube analyses, and for good reason. It perfectly captures the sad reality of modern gaming culture and how deeply monetization has replaced passion.
redbell•3h ago
I miss the old 90's days at the arcade where we were stacked horizontally in a queue waiting for our turn, holding coins in our hands. We've been forced to trade the "pay to play" purity of skill and community for the predatory economics of "pay to win."
This evolution is well-explained in this video (https://www.youtube.com/watch?v=xNjI03CGkb4), entitled "Let’s go whaling: Tricks for monetizing mobile game players with free-to-play." which has been cited in countless YouTube analyses, and for good reason. It perfectly captures the sad reality of modern gaming culture and how deeply monetization has replaced passion.