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Couple years back I joined a paid accelerator program to write a mobile game under the wings of some company. My eyes were opened after having a fun time creating my game when the time came to publishing and tweaking. My mentors from the company explained to me the _requirements_ for it to succeed. Basically every change from that point was about manipulation. In order for the game to be high on the charts it needs to meet very specific metrics so subsequently the game was dumbed down so as much people can "have fun" as possible, levels were tweaked to control exactly how much time people spend on their "sessions". Mechanisms were introduced to limit how fast the game can be played and for how long (without paying). Certain tresholds were introduced where difficulty would be unfairly raised in order to create frustration and at the calculated times fake "promotions" of in-game purchases were supposed to be introduced. Updating the game exactly after getting a positive google review with game rating option - click 5 stars to get a reward and be forwarded to game page to post a review ; or click less than 5 stars and just have the pop-up closed without forwarding. Even thogh my game wasn't a simple clicking and getting rewarded and I put a lot of work into making it fun, challenging, dynamic and generally _mine_ I was sucked into the same situation as everyone else on the mobile games market. My game lost all the appeal to me and I couldn't keep it up. Creating another exploitation machine takes all the fun out of gamedev.



Reminds me of this must see video for anyone interested in the topic, from someone explaining how to do these monetizations tactics: https://www.youtube.com/watch?v=xNjI03CGkb4

Sometimes I wonder what is is about specifically mobile gaming that makes this sort of thing so much more prevalent. Like it is very far from absent from PC or consoles, but it's still a bit different.


Tinder and Bumble implement many of the same patterns. I expect it’s a matter of what the company feels it can get away with while maintaining their preferred brand image. Nintendo is famously protective but even stalwarts like Disney seem to be chasing breadth over quality these days.


Why doesn’t anyone who tells such stories also reference the game and the company that made it? Wouldn’t it be good to call out the actors explicitly?


It's a small industry and the walls have ears. Don't want to reduce your ability to get another job in the industry I guess


> Creating another exploitation machine takes all the fun out of gamedev

This is simultaneously completely unsurprising and also discouraging. ;-(




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