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Pokémon Go loses its luster, sheds more than 10M users

arstechnica.com

21–30 of 250 posts

Re: Pokémon Go loses its luster, sheds more than 10M users

#21
post #6

Earlier quoted context omitted.

I thought the Wii had great fundamentals. I loved playing a lot of the core Wii games.

How many of the core wii games used motion controls? Even the big Nintendo IP games used primarily a classical control scheme if not exclusively.

Both Mario Galaxies (arguably the best two games on Wii) used motion controls along with buttons+analog stick. It was wonderful and not overdone.

Re: Pokémon Go loses its luster, sheds more than 10M users

#22
Unlike the predecessor app there's no strategy to Go and just like the predecessor app lots of lazy people want to ruin the game for everyone else by cheating through GPS spoofing, automated game play and data scraping. Not to mention both games share Niantic's less-than-stellar customer service which means issues are addressed haphazardly if at all.

The good news is I think the market's broken wide open for another AR app, hopefully one with more compelling gameplay that isn't structured to be the next Farmville/Game Of War/whatever in app purchase digital cash cow.

Re: Pokémon Go loses its luster, sheds more than 10M users

#23
I feel like this is a case, "No shit, what did you think would happen?" It is a free-to-play game after all.

I'd suggest watching the developer of Braid talk about free-to-play games. He compares them to 90's syndicated TV shows, each one being independent and leaving you with a cliffhanger prior to each commercial break. When HBO started producing long running series that would eventually be released on VHS and DVD, you saw much more long arching story.

Even though Pokemon Go has a lot more going for it than many other free-to-play games, it still works on a model that limits how far you can go without buying stuff. That's how those game companies make money.

I met a Pikpok dev once who said 80% of people delete their games once you can't really advance without buying stuff. A couple spend $80 ~ $200 (more than they would on a traditional title) and a few, the "Whales," would dump $2k upwards into these games. They depended on those players to make the games profitable.

Free-to-play are like quarter-based arcade games .. on your phone. They're a pretty big step backwards in gaming.

Re: Pokémon Go loses its luster, sheds more than 10M users

#24

I am a semi-active Pokemon Go player in the SF Bay Area and I can tell it's definitely died down over the last few weeks. In the beginning, every Friday/Saturday/Sunday night, the whole downtown area would be lured up and people would be out mingling and catching pokemon in the local park. This past weekend, there were only a few lures and a few diehards milling around the park. There's a few dynamics at play based o…

I also think interest has died down because users in suburban/rural areas (like myself) are getting tired of not having any Pokestops to refill on Pokeballs within walking distance. It was fun and interesting driving to the city/parks to pick up all the Pokestops and catch Pokemon we normally wouldn't at home, but a lot of people have grown tired of having to do that to continue playing.

Re: Pokémon Go loses its luster, sheds more than 10M users

#25
post #6

Earlier quoted context omitted.

I thought the Wii had great fundamentals. I loved playing a lot of the core Wii games.

How many of the core wii games used motion controls? Even the big Nintendo IP games used primarily a classical control scheme if not exclusively.

The top-selling Wii games were the Wii Sports games + spinoffs, almost all of which were primarily motion-control: https://en.m.wikipedia.org/wiki/List_of_best-selling_Wii_vid...

Re: Pokémon Go loses its luster, sheds more than 10M users

#27
I only started playing because my friends did, and the only way for me to stomach the boring game was to write a bot for it. I enjoyed going around and getting levels with a bot, trying to figure out how to best evolve my Pokemon automatically, write inventory management scripts, etc.

After they deleted my account for that (fair enough), I uninstalled the app. I wasn't going to run around catching and releasing Rattatas all the time, as the game is one of the most grindy games I've ever seen, but there's pretty much nothing else to do in the game either.

Re: Pokémon Go loses its luster, sheds more than 10M users

#28
They drastically changed some algorithms to (seemingly) make more money.

They made the pokemon break free MUCH more often with the update about 10 days ago. You now have to use way more pokeballs to capture things. So much to the point that it's unfun. I don't live near a pokestop so I can't top up quickly.

Another thing they did was make it so the pokemon disappear if a range check puts you far enough away from the point of initial contact. Combine that together and nobody can play the game in the car anymore, even if you're not driving!

So they spent a bunch of time changing existing features to be less fun without adding any new features that are fun. Not a good idea.

I have been playing with my wife and two of my kids. We all stopped playing because it's simply not fun anymore.

Re: Pokémon Go loses its luster, sheds more than 10M users

#29
I think it just comes down to the game being not very good. It's not really designed for retention. Once you've caught the Pokemons you care about, there's not much left to do. Gyms are not an interesting mechanic, and there's no other way to interact with other players in the game. Basically, Niantic put out a half-baked game, which was rapidly successful only because it built on the combination of a fantastic idea (AR gaming) and a cherished IP (Pokemon).

Re: Pokémon Go loses its luster, sheds more than 10M users

#30
post #16

The loss and subsequent banning of maps and map users made nearly everyone I know stop playing, especially in the total absence of an official replacement or a compelling reason to continue. Hearing my map ding was enough cause to make me leap out of my chair and run to the nearby park at midnight to catch something I wanted, and there'd usually be the usual lure-users and a few map-users out there at the same time.…

This is on the money. Niantic made it harder and more frustrating to play their game, and people stopped playing it. They have utterly failed to understand what their playerbase wants, and people are falling off.

The maps really drove it into overdrive, especially with the presence of "nests", because it allowed people to figure out where they needed to be, and would then congregate there. By taking out the maps, Niantic has turned their scavenger hunt into a scratch-off lotto ticket - don't bother trying to plan or play with any strategy, just wander around aimlessly until your phone buzzes. Who wants to do that?

It's a shame, because at its core there is a compelling scavenger hunt that generated a truly unique social phenomenon, and it's very sad to see Niantic just piss that away. The game just isn't worth putting any effort into - they broke the effort-reward cycle.

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