- cross-posted to:
- pcgaming@lemmy.ca
- cross-posted to:
- pcgaming@lemmy.ca
I want to shed light on a tactic that involves collecting data as you play, feeding this data into complex algorithms and models that then alter the rules of your game under the hood to optimize spending opportunities.
I think the incentives matter. Diablo II is about making number go up, but Diablo IV has an active incentive to slow you down and make that number go up at a certain rate so that they can upsell you again later. And rather than taking a hardline position, I’d at least ask the question out loud: Is it possible to have a business model for a game other than selling a good product at a fair price and not have it eventually evolve into something gross? Maybe the old shareware model, which is basically just a demo, but other than that, I’m not sure.