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I think more broadly games are all about psychological manipulation. But I also think that means we have a much greater responsibility to make sure that remains safe and consensual. The taxonomy is therefore contextual and requires looking at the sum of any one game. Not only that but within categories different techniques can be weaker or stronger and that will vary per game.

Likewise consequence is an important consideration. Is it bad that someone will finish a terrible game because they love the story? Probably not. Is it bad that someone spent money they can’t afford on gacha mechanics? Probably.

One thing consumers should be very aware of is that sanding off sharp corners is very much about broadening audience reach and retention not necessarily making a better game. Particularly as more games employ a GaaS model.




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