Everything old is new again. You could go back and look over the game design discourse about pay-to-win games and microtransactions and see the same discussions about how these systems would influence players and designers. You could go back and look at the discussions around Facebook social games back when they were a big thing. And all of those arguments still hold up today.
Play-to-earn games are the same system, just with a bit of a pyramid scheme glued on top so that players will think they're part of the grift.
What players of these play-to-earn games are hoping is that the grind in the game is so heckin awful and unpleasant that other players will pay someone else in order to skip that. But I don't think I'm unique in saying that I personally like my games to be fun, and I think that maybe something is going wrong with a game design process when a game is so much of a chore that people are paying to skip the game. Imagine making a movie where people didn't give you money to see it, but to stop seeing it :). That's the play-to-earn model, making something so artificially unpleasant and badly designed that players believe there's value in making the game shorter and will literally hire someone else to play it for them.
And this is not a new thing, you can go back to the grinding process in Runescape, to Cow Clickers on Facebook, it's the same grift over and over just in different decorative hats and with different little sparkly jpegs. It's always the same proposition: do something that's been made artificially boring and hopefully you or someone else will think there's value in paying someone real money to skip it.
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Which I guess live your truth if that's what you want out of games, but I personally like games that make me excited to play them or at least give me some kind of meaningful emotion, where I play them because I like feeling that emotion and because the gameplay is fun.
Incredibly, it turns out there are designers who are somehow through some strange magic able to design games that are so fun that they don't even need to bribe players into playing them. Their games are so fun that people actually (get this) pay the designers money to be able to play them more, not less. It's the complete inverse of the play-to-earn model where actually all of the players in the game enjoy what they're doing, and the game isn't just a platform for the company or for a subset of players to make a job out of extracting profit from another part of the playerbase's boredom, because in these games nobody in the playerbase is bored.
If you've never tried one of these games in the "fun" genre before, you've got to check them out, they're really something else.
Play-to-earn games are the same system, just with a bit of a pyramid scheme glued on top so that players will think they're part of the grift.
What players of these play-to-earn games are hoping is that the grind in the game is so heckin awful and unpleasant that other players will pay someone else in order to skip that. But I don't think I'm unique in saying that I personally like my games to be fun, and I think that maybe something is going wrong with a game design process when a game is so much of a chore that people are paying to skip the game. Imagine making a movie where people didn't give you money to see it, but to stop seeing it :). That's the play-to-earn model, making something so artificially unpleasant and badly designed that players believe there's value in making the game shorter and will literally hire someone else to play it for them.
And this is not a new thing, you can go back to the grinding process in Runescape, to Cow Clickers on Facebook, it's the same grift over and over just in different decorative hats and with different little sparkly jpegs. It's always the same proposition: do something that's been made artificially boring and hopefully you or someone else will think there's value in paying someone real money to skip it.
----
Which I guess live your truth if that's what you want out of games, but I personally like games that make me excited to play them or at least give me some kind of meaningful emotion, where I play them because I like feeling that emotion and because the gameplay is fun.
Incredibly, it turns out there are designers who are somehow through some strange magic able to design games that are so fun that they don't even need to bribe players into playing them. Their games are so fun that people actually (get this) pay the designers money to be able to play them more, not less. It's the complete inverse of the play-to-earn model where actually all of the players in the game enjoy what they're doing, and the game isn't just a platform for the company or for a subset of players to make a job out of extracting profit from another part of the playerbase's boredom, because in these games nobody in the playerbase is bored.
If you've never tried one of these games in the "fun" genre before, you've got to check them out, they're really something else.