I think I see the point of the article. Customers should be told, right up front, what they are going to encounter. In a sense, the game companies are trying to get your money by having you play in such a way as to unknowingly give it to them, and are, to a point, ripping you off by not giving you much for your money even if you are aware of what you're spending.

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Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! ----- Original Message ----- From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, September 21, 2014 5:24 PM
Subject: Re: [Audyssey] a discussion on freemium games


Hi charlse.

The point however of the article was that resource management games like the Simpsons Tapped in were using slot machine tricks in order to hook players into paying, for example increasing the amount of time needed to play the game by tapping round the screen without actually need to think, and also making the extra resource and needed buildings extremely expensive relative to similarly priced mainstream games and only affordable with the custom currency.

It was actually making the point that none of this was "needed!" but all the factors were calculated enough to make people spend money like on a slot machine, rather than as inherent part of the game, indeed the conclusion of the article was that certain freemium practices weren't games any longer but were much closer to gamling.

That is why the "need to play" idea doesn't quite cover things.

All the best,

Dark.

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