amplified by the new model of game design to drive loot box sales above all else, which means fun gameplay is no longer a priority compared to designing systems that encourage users to spend on microtransactions, especially addictive-personality types.
quoting a comment from another thread
"it used to be that you felt good because you were having fun. In this new era of micro transactions the games aren’t even fun anymore. There is only frustration, and then you pay to alleviate that frustration. You sometimes find yourself sitting there say, “why am I even doing this?”"
quoting a comment from another thread "it used to be that you felt good because you were having fun. In this new era of micro transactions the games aren’t even fun anymore. There is only frustration, and then you pay to alleviate that frustration. You sometimes find yourself sitting there say, “why am I even doing this?”"