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#microtransactions
askmerriauthor · 9 months
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I said the game demands microtransactions, not that it requires them. That's not just me being pedantic about wording, but rather a big indication of how the developers designed the game to work. Pokemon Sleep doesn't want you to play for free and is designed to make playing-without-paying a worse experience.
Like many free-to-play games out there, they operate on the idea of monetizing convenience and "fear of missing out" (FOMO). Such games will either create a problem in order to sell you a solution, or rely on a rotating/limited availability of enviable items to encourage impulse buying to avoid losing the chance to have the item. Pokemon Sleep does both of these.
Despite Pokemon Sleep being presented as a passive "something in the background while you sleep" kind of novelty, that's not the actual gameplay at all. The game actually wants you to be extremely active and paying a lot of attention to it non-stop, along with encouraging you to get others involved as well. Up to 500 potential invitations with a 50 individual approval list of contacts, specifically, and the system "helpfully" lets you link to your Google, Apple, or Facebook accounts in order to facilitate that and further scoop up lots of personal data for advertising.
The basic gameplay cycle of Pokemon Sleep is that you have a 7-day period in which you can power up your Snorlax as much as possible, with a higher power score equaling a greater variety of visiting Pokemon for you to catch. Visiting Pokemon will appear in a variety of sleeping types, of which there are at least 415 to collect (with individual Pokemon having multiple sleeping types). These Pokemon can also be "befriended" by giving them a sufficient number of items, which means they'll then join your team and help you boost Snorlax's power score over time. You can further boost Snorlax's score by feeding it, which the game encourages you to do three times per day within a given time window. Your Helper Pokemon will supply you with ingredients to make meals for Snorlax at different intervals, and the meals you make have different potencies based on the ingredients used.
So, to summarize, you have a limited period in which to get a number as big as it can be, with various randomized factors able to improve the rate of progression, before it all resets and you're back to square one.
Yes, you absolutely can play this game without spending any money. But the game itself is designed in a way that urges you to spend money at every turn. Every element of gameplay is improved if you spend money, and will actively degrade in effectiveness and quality if you don't. Remember how you can befriend Pokemon to help you out with getting Snorlax's score up? That's faster and easier if you spend money. Those same Helpers who gather ingredients for you? They lose Energy (an arbitrary limit put in place by the game system) the longer they're around, and become worse at gathering ingredients the less Energy they have. But, good for you! You can just buy more Energy for them! Rather, you have to make two purchases - the Energy-restoring item only gives back 50% of their Energy, so you need to buy two in order to max them out again. And you can just buy a box of random ingredients too! How convenient! And if you really want to get the most out of sleeping, you can buy the monthly auto-renewing (until you manually cancel it through Google or Apple, not the game app itself) Premium Membership! Which literally makes your sleep more valuable than the same - or even higher quality - sleep of people who aren't Premium members! But you better buy fast, because all of these items for sale are on a rotating schedule and will swap out of the shop at different 15 or 30-day intervals. You wouldn't want to miss your chance, would you?
A core facet of microtransaction pricing is that it's intentionally and carefully designed to never be enough. You'll always be in a position where you need to buy just a little more than the minimum, and it always comes out at odd numbers that never fit exactly where they need to in order to maximize your purchase, and are priced in unorthodox values specifically to trick the buyer's brain into thinking it's a better deal than it is. With that in mind, it pays to look at the minimum and maximum amounts the game wants to try and charge you since that gives a good idea of their intended range of interaction with your wallet, and how far a given amount of paid microtransactions will take you. Because, remember, such games are built around the idea of NEVER giving you enough. They ALWAYS want you to be in a state of wanting a little more and being tempted to dish over some more cash for it.
In Pokemon Sleep's case? The minimum buy-in for "Diamonds" - their premium microtransaction currency - is 60 Diamonds for $1.19. Their maximum? 7000 Diamonds for $97.99. So what this says outright is that the game is designed in such a way that it expects 7000 Diamonds to NOT BE ENOUGH to maintain a player's best experience. Because, again, such games will NEVER give you a value sufficient enough to deter the need for further purchases. This is a game that wants players to spend $100 multiple times over throughout the lifespan of their interest in the game. Will the majority of players do this? No. There's absolutely going to be a number of whales who will, especially among influencers and content creators on social media who make their own career off these sort of things. But what Pokemon Sleep is relying on is that there will be a far greater abundance of players who think "Oh, it's just a dollar..." or 'Oh, this item is going away... it's not even $5, so why not?" on a very regular basis.
And I haven't even touched on the overt security/privacy issues and the personal info scraping the app has potential for as well. So, yeah, I'm just going to go ahead and sleep on Pokemon Sleep.
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jimquisition · 25 days
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It couldn't be about any other subject this week. Capcom has taken the absolute urine with Dragon's Dogma 2, its 21 in-app purchases including such egregious paywalled features as fast travel. Given how the game hasn't changed since 2012, this is damn disgraceful.
And it's what Capcom's been getting away with for a long time.
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madame-helen · 28 days
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posthumanwanderings · 4 months
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https://www.destructoid.com/crazy-taxi-jet-set-radio-reboot-sega-super-game-nft-rumor-blooberg/
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sonicreferencephotos · 4 months
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Why I Dislike Sonic Speed Simulator
I sometimes see people in the notes of Speed Sim refs saying that maybe they should start playing it/get back into it. I want to ask, for your sakes, that you do not. The only reason I still play it is for this blog. I would love to stop. I keep going so that no one else will have to play to unlock characters for references. I will also be adding a disclaimer to future Speed Sim posts. Maybe this is a bit excessive, but this game is starting to break me.
I understand that some people like the game, and you all control what games you choose to play. In my opinion however, playing Speed Sim is really, really not worth it.
If you want a specific explanation of the problems, you can read it below the cut
Problem 1: Gameplay
The gameplay of SSS is simple, to put it kindly. There are a few different aspects of the game, each of which has only the bare minimum amount to do.
You can run around the world. This lets you collect rings and experience. You can also destroy badniks, which exclusively consists of doing repeated homing attacks until you destroy them. They can technically hit you, but all that does is knock you back.
You can do time trials. Actually somewhat fun. Not much more to say about them.
You can enter races. PvP races which are fine. Fun at first, get boring when you have to grind for race tickets.
You can fight bosses. By "bosses" I of course mean "Eggman" and "Eggman but with more health." It is almost exactly the same fight. You run around breaking shield generators, dodging the same two attacks, and then deal a set amount of damage to him before the shield returns. Repeat. Your prize is spins on (one of) the gacha wheels.
You can complete quests. Actually decent! At least until you run out of quests. Good thing there are daily quests to keep you "entertained" with their repetitive tasks. Also, ignore the fact that the tasks for quests are just engaging with the rest of the mediocre game.
All of the above mechanics grow dull and grind-y very quickly. Soon, every part of the game becomes a chore. The game itself even seems to have realized this, and thus includes an auto-run feature, so you can collect rings and xp without needing to do anything!
I am generally of the opinion that it's a bad sign if a game is un-fun enough it needs to add in the ability to skip the gameplay, but that's just me (that's part of why I stopped playing Star Rail).
Problem 2: Skins
We all know the real reason people play SSS isn't the game itself: it's the cool outfits! 95% of which are only available during limited events and/or by spending actual money. You can also expect to do a lot of boring grinding if you don't spend money. Speaking of spending money...
Problem 3: Microtransactions
Time to talk about the true "heart" of the game: Robux. Now, I will give Speed Sim itself half a pass on this one, as from what I've seen, Roblox as a whole has what I would consider an unsavory emphasis on microtransactions, especially for a game with a playerbase of 50% children aged 12 or under, and another 15% between 13 and 16 (Statista: Roblox user distribution worldwide 2022, by age group). With that being said though, Sonic Speed Simulator doesn't seem to have any qualms about asking for money wherever they can.
I could make a whole other post about all the ways this game offers for you to spend money. You want more spins on the gacha wheels? Spend money! You want to get three gacha eggs for the price of one (certain vending machines only)? Spend money! You want to skip the animation you have to watch every time you buy an egg from said gacha machines? Spend money! You want to do less grinding for xp/race tickets/event objectives/candy/whatever? Money, money, money!!!
The game has a lot of the trademark warning signs for a cash grab gacha game:
Several different kinds of currency, most or all of which can be purchased with premium currency
Many different skins to unlock, using the assorted currencies mentioned above (including ones that are specifically only purchasable with premium currency)
Gacha wheels. Many, many gacha wheels. (Not counting the dozens of vending machines, I can think of at least four)
Grindy gameplay that can largely be skipped by spending money
Again, if a game is un-fun enough to have an option for players to spend real money to skip the gameplay, that's a bad sign.
Problem 4: Crunch
I haven't done much looking into it myself, but I've seen many people say that GameFam (the company that creates Speed Sim) treats its employees very poorly. The game advertises its weekly updates, which requires a lot of crunch in order to get content out quickly. This is obviously bad for the people involved, and also has negative effects on the game.
Many features are clearly rushed, and there's a general lack of polish. From glitching through the map, to races starting several seconds before or after the countdown ends, to untextured models, to many small bugs, it's clear that the developers are not given enough time to clean things up before they have to move on to the next week's content.
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Thank you to anyone who actually read this far. This was a long post, but I wanted to be thorough in my explanation. This is probably the last dedicated post I will make about this, since this is really not what this account is for, but I still think it's an important one.
You are welcome to ask questions about any of this — preferably in the replies so as not to clutter the sonicreferencephotos feed — but otherwise the disclaimers are all I'll be saying on the topic for the foreseeable future. Take care of yourselves.
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askagamedev · 5 months
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In a video by a former Blizzard employee, he claims that a single WoW mount generated more revenue than Starcraft 2: Wings of Liberty. How likely does this seem to you, and how common is for a single skin to generate more revenue than entire games?
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This is a little bit disingenuous - it wasn't any old WoW mount, it was the [Celestial Steed] - the very first microtransaction mount offered in WoW. It was a skin (admittedly a very pretty one) for a new mount mostly using already-existing resources. The cost of development for the Celestial Steed was practically nil because all of the tech had already been built and all but the skin itself had been created already - the animations, the sound effects, and so on. The marketing budget was also very small - The Celestial Steed sold for $25 each and it launched in 2010 at the peak of WoW's popularity of 12 million subscribers. It sold like hotcakes and 100% of that revenue went to Blizzard. The Celestial Steed sold so well that it convinced Blizzard to continue selling microtransactions and develop more.
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Compare that to Starcraft 2, which sold for $60 and had a development team of over 300 people that worked on the game for over two years. If you assume the normal "napkin math" cost of an employee (roughly $10,000 per month in total costs, 24 months of development time), that's a rough budget of about $72 million. Starcraft 2 needed an enormous marketing campaign as well, easily at least that much again. Blizzard also had to share part of the proceeds with the retailers, so a significant percentage of physical sales paid out ~20% to the retailer. This means that Starcraft 2 needed to earn around $150 million just to break even.
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Obviously, not all microtransactions sell that well. It was one of those moonshot black swan events that no one on the development side ever expected to happen, so unexpected that it altered the course of Blizzard's financial future and convinced them to keep doing it. The Celestial Steed was released at the peak of WoW's popularity and sold a thing that many, many people wanted at a time when very few were selling microtransactions in that space. Sometimes people just want more [Skyline Stuff], and they're willing to spend on things they like. As long as players keep spending this kind of money on microtransactions, we're going to keep making them.
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jade-the-kobold · 6 months
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Every little thing I do is a micro trans action.
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penny-milkin-em · 12 days
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So excited to announce....Nancy Drew: Mystery of the Seven Keys. Now with Microtransactions for Everything! I know how much you LOVED the grind of the previous games. Now you have to grind IRL to actually play this game.
Stay sleuthy 🔍
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gibsalad · 5 months
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Facts-I-Just-Made-Up 2.0: Now With Microtransactions!
Due to overwhelming financial distress, I will be introducing new features to the fact blog! Here’s how this benefits you: The consumer!
Fact Updates: With crunch times growing more severe as I write, I will be releasing new facts in a “beta” state with additional content and fixes to be unlocked later!
Paid Promotion: One ad will appear per fact. We only have one sponsor, so the same ad will appear every single time no matter how many times you’ve seen it! Blocking it will do nothing!
Unlockable Punchlines: For only $1.99 per fact, you can enjoy the punchline as well as the rest of the joke!
Subscription Services: Go ad free for a nominal flat rate that will increase randomly without your agreement or ability to cancel!
Paid DLC: Enjoy your favorite facts with sleek new skins that change the cosmetic appearance of the writing slightly for lots of money!
Check out the new look below:
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askmerriauthor · 9 months
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regarding pokemon sleep, it looks like you’re just looking for things to complain about. it’s designed to be this chill thing you check on during the day and leave running at night. to play it, all you have to do is sleep and feed your pokemon. no one’s telling you you to have to be the very best at it or pressuring you into paying for stuff, let alone the game itself.
If I was just looking for things to complain about, I'd still be out here whinging over Pokemon Cafe's delightfully charming art style being absolutely wasted on a junk puzzle game instead of a full RPG or cozy slice-of-life Sim.
Regarding this post here.
Hi, I'm MerriAuthor. Apparently we haven't met because anyone who follows my blog would know that I've worked in game development well on 20 years now. I've worked across the industry from little nobody indie houses, to overseas gacha-fodder, to big ol' AAA major studios. Video games and their design are a big part of my life and, boy howdy, do I have some FEELINGS about the direction the industry as a whole has gone in as the years go by. Especially in regards to the predatory monetization of gaming and how it actively preys on children, uninformed parents, people with addictive behaviors, people with hyper-competitive personalities, and similar behavioral traits solely for the purpose of making money at their expense.
it’s designed to be this chill thing you check on during the day and leave running at night. to play it, all you have to do is sleep and feed your pokemon.
As with the previous person I spoke with on this topic, that is the base function of the game. But it's by no means the design of the game. Pokemon Sleep's entire game play rotation and marketplace are designed around encouraging the Player to interact with it as much as possible within an intentionally limited time frame. Meanwhile, the game's own time scale is such that it expects Players to log hundreds if not thousands of hours of interaction with it. Its own base gameplay loop is a weekly schedule and its shop schedule is monthly. Some Pokemon require a bare minimum of 150 hours of logged sleep to even access. Pokemon Sleep wants you to be in it for the long haul.
It's also based on collection; nearly every facet of the game is listed numerically and with a percentage value or progress bar, which are functions designed to produce urgency to complete them in the Player. Human brains don't like seeing an unfinished goal, especially one represented so overtly as an unfilled progress bar or a percentage value with a decimal. Want to have your favorite Pokemon as your napping buddy but don't want to put in a ton of effort playing the game to boost up your Snorlax's power score? Better hope it's one of the low-tier Pokemon assigned into the lower brackets of the gameplay progression, because otherwise you're never going to see it. Though you could always just fork over some cash. Nearing the end of your week with Snorlax and you're just shy of a milestone you've been aiming the entire week for? Good luck! You can pay money for that extra little boost, and once you've done it you'll resent its absence enough to want to buy it again! Do you want to level up that cutie first Charmander the game gave you at the very beginning specifically to ingrain itself with faux emotional value into your favorite Charizard? Want your Eevee to evolve into one of its most popular Eeveelutions? Want a Lucario, period? You'll need to put in hundreds of hours of consistent sleep to save up enough Sleep Points exclusively toward that goal... or you can just buy access to it immediately, through first purchasing access to the Premium Subscription! A Premium Subscription which, again, doesn't auto-cancel if you delete the app and can't be canceled through the app itself, for all you distracted parents who don't pay attention to fine print and wonder why your kid's game is running up a bill on your credit card each month after the 14-day free period - just long enough for you to have forgotten all about it in the first place. Snorlax wants a specific kind of Berry this week, but none of the helper Pokemon you recruited gather that berry, or they do and are just too low on Energy to manage it? Aren't you lucky! The shop will just sell you solutions to these problems the game itself created specifically to get you to shell out money!
no one’s telling you you to have to be the very best at it or pressuring you into paying for stuff, let alone the game itself.
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Here's some screen shots from the game's own app page. Buttons to make purchases and drive interaction - the app store, sleep pass, how many dream shards you have, a prompt to buy more inventory space, your missions, your current goal, the progress meter and rarity values of your Pokemon's sleep styles, your collection and their levels, etc - are all constantly and prominently displayed. The entire first day of actual gameplay in the app is a tutorial explaining how it wants you to do more than just sleep and passively collect to the point that it literally sets a daily schedule of activity for you. The mechanics explanations are so egregiously long that the Professor character literally apologizes to the Player for being so long-winded about it. Oh, an adorable moment of self-depreciation and understanding! How humanizing and encouraging of empathy from the user, done with a cheeky wink and nod. Now that we've softened your emotional state ever so slightly, here's some more microtransaction-driven gameplay elements!
If this was really just a cute little game to idle around with for its own fun, there wouldn't be a cash shop, nor would the game require a consistent internet connection to its servers. The big thing with games like these is that they're not made for the Player's benefit or entertainment. They're made to make the parent company profits. That's it. If the Pokemon Company didn't think they'd make substantial returns on the investment of development, support, marketing, and online distribution costs to put this game out into the world, they never would have made it. That is a core reality of any product put out these days. I just spent this last week helping my studio's marketing and sales team make sales projections for one of our upcoming titles, figuring out how much we could reasonably charge our potential customers literally down to the penny. And the game we're selling isn't even a service with any kind of microtransactions or DLCs. Profits are fundamental in any studio production and, where microtransaction apps are concerned, are the core focus of why the app exists.
If you're perfectly happy with playing Pokemon Sleep as an idle "pop on every once in a while, poke for a few minutes, then forget about and never pay a cent" kind of game? Totally fine, you do you. But understand that Pokemon Sleep doesn't want you as its player and will not cater to your experience. The core gameplay of Pokemon Sleep is already designed to actively degrade into a subpar experience for those who don't pay to play and that rift will only become more pronounced as time goes by. Everything around the cash shop exists for no other reason than to encourage you to use the cash shop. Over time, the gameplay will further contort itself to drive more interaction with and reliance upon the cash shop as the app sheds its non-paying users who just tire of it and move on, instead doubling-down on the lingering, paying users who have already proven themselves a reliable stream of revenue. That is how these things always go and have always historically gone.
There's also the consistently apt adage of "if you're not paying for the product, you are the product". Pokemon Sleep requires an internet connection any time you want to interact with the app - there is no offline mode. Further, the actual fine print in the terms of service (not the bubbly, legally-meaningless assurances put into the game text itself) addresses that it will collect and may share your device information, user ID, and app activity (ie, the schedules, timing habits, and spending habits the game itself has ingrained into its interaction with the Player) for analytics and advertising purposes, and that they're okay with sharing (ie, selling) that information to third parties without naming who those third parties are. And boy, does the game really want you to link your Google, Apple, and Facebook accounts to it as part of its core functionality! Worth keeping in mind as well is that the app requires constant access to your microphone and can pick up sounds as minor as a sheet rustling when you turn over in bed. The game's bubbly, meaningless text assures you that it doesn't save or transfer the snippets of sleep recordings it makes of you each night, but it makes absolutely no assurances whatsoever in the fine print that it's not using your microphone for other purposes. It does, however, point out that it will be making use of your phone's functions even when you're not using the app.
So, yeah, I'll just still be over here not playing Pokemon Sleep and encouraging others to do the same, as well as pay closer attention to the nature of so-called "free to play" games.
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jimquisition · 19 days
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Dragon’s Dogma 2 would be repulsive enough if Capcom was just being lazy when it made a shockingly unimproved sequel to a game that felt archaic in 2012. However, since this bullshit launched with 21 in-app purchases including microtransactions to speed up an excruciatingly slow experience, it really can go chuck itself in the ocean. 
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wlwill0w · 30 days
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You don't have enough gems to commit suicide!
Buy 100 gem pack?
$7.99
Buy Now
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but-a-humble-goon · 6 months
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Replaying the Gears of War games lately has reminded me just how much of a blast a seriously well done Triple A shooter campaign from the last generation could be and it depresses me that I didn't appreciate that kind of game enough at the time. It was really easy to just lament the focus on brainless spectacle and linear action set pieces over more thoughtful experiences and I think me and a lot of others at the time did indeed fall into that trap. Looking back on it now though we so did not know how good we had it. I would take a single linear, well paced, tightly designed and satisfying dumb meathead roller coaster ride that focuses on doing what it does well over all of the threadbare, microtransaction laden, rushjob live service husks of a game in the world.
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o-kurwa · 2 years
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Ukrainians are with the times
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machetelanding · 4 months
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