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originally posted by: Aazadan
With modern games there's usually nested loops, you kill 30 guys in a loop, get a level up, go to the next spot with the act of traversing spawn nodes being a loop in itself.
originally posted by: Urantia1111
a reply to: IgnoranceIsntBlisss
Are we actually bitching that videogames aren't free?
They've never been free.
The very first widespread games were DESIGNED to require a quarter every 5 minutes or so.
That was 35 years ago.
Only the format has changed.
Entertainment costs money.
If we look more closely, however, the paradoxes disappear. All three pathways really involve the same fundamental problem: a difficulty with self-regulation. This may appear predominantly as an inability to inhibit strong impulses, it may be largely an impairment in modulating negative emotions like anxiety, or it may have elements of both. In any case, difficulties with self-regulation lay the groundwork for learning addiction and for creating a condition that is hard to understand. The brain regions that allow self-regulation need experience and practice in order to develop. If that experience is aberrant or if those brain regions are wired unusually, they may not learn to work properly.
The DEA ought to be regulating these games.
originally posted by: IgnoranceIsntBlisss
Cant you just make a sweet game, give the first 5 levels free and then charge a dollar per level afterwards?
originally posted by: Tristran
The problem is, do you ever think that a MMORPG set in a fantasy world will ever beat a real Pen-n-Paper fantasy world session.
i find the old pen-n-paper AD&D sessions memorable to this day back to TSR 1st Addition of AD&D. The MMORPG's today, just don't have that same memorable feeling even when teaming up with guild members.
originally posted by: IgnoranceIsntBlisss
While the stuff I'm seeing, so far, mostly all seems to be framed in the concept of it being some sort of personality trait, I know for an absolute fact a kid can be trained to become an addictive personality (for life more or less). I've seen it.
Just before the New Year holiday in Japan, ads for a smartphone game called Granblue Fantasy began appearing on television and in magazines. Granblue was already huge in Japan with more than 7 million people downloading it to fly giant airships and battle an evil empire with swords and magic. Cygames Inc., the company that makes the game, also told people about a new promotion: For a limited time, it would be easier to win a few characters, including one named Anchira.
Anchira is a rarely-seen, much-sought-after ally: blonde, scantily-clad, big-eyed. She’s the kind of partner that can mean the difference between victory and defeat because of special healing powers. Players can win access to her with mysterious crystals that cost 300 yen ($2.67) apiece and then cracking them open to find out what’s inside. Sometimes they contain valuable characters like Anchira; other times they hold weapons or armor. Under normal circumstances, there’s a 3 percent chance of locating rare characters like Anchira, but for the week Cygames was running its promotion, the chances would double.
One Japanese man, who goes by "Taste" online, began playing about three hours before midnight on Dec. 31, streaming his session in a game players’ chatroom. For hours he spent money in furious pursuit of Anchira. His audience swelled from a handful to more than 10,000 as the New Year arrived, and before he knew it, Taste burned through $2,665 without unlocking her. The chatroom crowd alternated from mockery to pity, wondering when his credit card company would cut him off. But Taste kept going, buying hundreds and then thousands of tokens. Finally at about 3 a.m., on attempt No. 2,276, he unlocked Anchira. The crowd erupted. He had spent $6,065.
originally posted by: ketsuko
It can lead to things like this.
I can't understand how anyone would blow over $6,000 on a mobile game!
I don't get why anyone would do this. I tried a crappy Facebook version of one of these once, and I quit it after about three days. It simply wasn't worth it. I wasn't going to spend money on it, and I wasn't going to wait for it.
According to the report, the boy is said to have bought the game's gold using his grandfather's credit card. His mother says that he did know that he was spending real money.
The game that the boy was playing is known as the "Game of War: Fire Age," an online strategy game. In the game, the player can buy packs of 20,000 gold for $100.
The boy learned about the credit card details when the mother asked his help in setting up her tablet to download eBooks. After doing so, the boy admitted to linking the credit card to his own iTunes account and purchased in-game gold. He then made a lot of purchases which had reached a total amount of $46,000 in credit card charges. This would mean that the boy purchased more than 9 million gold pieces.
originally posted by: Aazadan
a reply to: wdkirk
Because if your product knowingly harms the consumer and you target the vulnerable, you are no better than a heroin dealer on a street corner.
It's probably worth mentioning that I don't hold companies that create situations where customers trample each other in high regard either, and I think pretty poorly of the legal drug industry like tobacco and alcohol.
originally posted by: IgnoranceIsntBlisss
a reply to: wdkirk
Can kids get alcohol and tobacco directly from their phones?
Ironically enough, with these games kids do now have crack right in their pocket (1000's of flavors of it). And what kids could not have a smart phone? Get laughed right off the playground (where all the kids now stand around smoking crack on their phone). Maybe like true crackheads the games should teach them to hide in the bathroom when they "smoke their bobo's" (bobo's is Detroit slang for crack, so in this discussion all the kids are to become "Bobo Monsters").
originally posted by: wdkirk
If this style of marketing for freemium games makes you uncomfortable, tough. Quit. Get out or don't play at all. There is no such thing as a free lunch or a free game. Buy games with a one time cost, or else game makers will continue to focus on all marketing tactics to get your money.
originally posted by: IgnoranceIsntBlisss
originally posted by: wdkirk
Is the root problem the cell phone company, the game company or the parent(s) who allow their children to do this? Who has control of who?
I say we blame Google! Okay fine we can blame Apple too.
originally posted by: IgnoranceIsntBlisss
a reply to: wdkirk
Like parents are supposed to divine what these games really are, and know how to stop it, all on their own? A big part of the point of these phones being so cool for kids is they play endless touchscreen games. So when all the games are this crap it's ultra sinister as even if they keep them from spending $46,000 they're still being programmed to be compulsive little ambitionless twits.
Besides, I couldn't resist, I'm kind of Google's biggest intellectual nemesis:
vimeo.com...