I just had to stop playing this game because I was basically making no progress every day. It became less enjoyable and more of a chore every 10 hours. * Progress can be gauged by how far a team of heroes you construct can proceed in the "single player" stages of the game. Getting further into the single player campaign dictates how much experience/gold you will earn when not playing the game. * In order to make prog…
How Idle Heroes Made $100M in a Year
21–30 of 138 posts
Re: How Idle Heroes Made $100M in a Year
#22What scares me about modern "casual" games like this one is their ability to extract money from people in a methodical, merciless way. There's no proper defense for most people. I fear our society will end up in a worse place because of businesses like this one.
I'm with you on this and I think the problem really got started when Zynga began actively optimizing to monetize underlying addiction in its core users years ago. The real solution here is that we need legislation for "casual" games that puts addictive games into the same bucket as gambling, but doing that is going to be really difficult (how do you even legally define bad addicting gameplay?).
Re: How Idle Heroes Made $100M in a Year
#23What scares me about modern "casual" games like this one is their ability to extract money from people in a methodical, merciless way. There's no proper defense for most people. I fear our society will end up in a worse place because of businesses like this one.
I think comments like this are too dismissive of how important and valuable games are in many people's lives. Personally, I fear the opposite, that over-regulation of rapidly changing industries based on fear and anecdata will make people's lives worse.
I can't help but think you're purposefully trying to obscure that point.
Re: How Idle Heroes Made $100M in a Year
#24Earlier quoted context omitted.
These games are a modern version of slot machines. It's habit forming, and it burns time and money. tbf it's still slightly better than things that you see in a casino
Coin ups existed a long time ago too. Arguably you got even less value from those per dollar spent.
I see a significant difference between "have people pay for a fun service" and "engineer an experience specifically to be addictive".
Re: How Idle Heroes Made $100M in a Year
#25A game that's optimized for monetization over fun is not the kind of game I want to play.
Re: How Idle Heroes Made $100M in a Year
#26Earlier quoted context omitted.
I'm with you on this and I think the problem really got started when Zynga began actively optimizing to monetize underlying addiction in its core users years ago. The real solution here is that we need legislation for "casual" games that puts addictive games into the same bucket as gambling, but doing that is going to be really difficult (how do you even legally define bad addicting gameplay?).
A really simple solution would be to cap the amount of money a user can spend on a single game in a certain time period after the initial buy-in (so games could still charge hundreds of dollars for Premium/GOTY/etc editions). Even something like $50/mo would stop whales
In this case, large companies with multiple games can have cross game promotions. Also, $50/game/month is still a very larger amount of money for many people and doesn't resolve the issue of kids being allowed to gamble.
Re: How Idle Heroes Made $100M in a Year
#27I just had to stop playing this game because I was basically making no progress every day. It became less enjoyable and more of a chore every 10 hours. * Progress can be gauged by how far a team of heroes you construct can proceed in the "single player" stages of the game. Getting further into the single player campaign dictates how much experience/gold you will earn when not playing the game. * In order to make prog…
So even the pay-to-win part is broken and more like pay-to-lose.
Re: How Idle Heroes Made $100M in a Year
#28Earlier quoted context omitted.
These games are a modern version of slot machines. It's habit forming, and it burns time and money. tbf it's still slightly better than things that you see in a casino
Coin ups existed a long time ago too. Arguably you got even less value from those per dollar spent.
Re: How Idle Heroes Made $100M in a Year
#29Earlier quoted context omitted.
A really simple solution would be to cap the amount of money a user can spend on a single game in a certain time period after the initial buy-in (so games could still charge hundreds of dollars for Premium/GOTY/etc editions). Even something like $50/mo would stop whales
If it is a simple solution, then there likely is a simple work around. In this case, large companies with multiple games can have cross game promotions. Also, $50/game/month is still a very larger amount of money for many people and doesn't resolve the issue of kids being allowed to gamble.
Re: How Idle Heroes Made $100M in a Year
#30What scares me about modern "casual" games like this one is their ability to extract money from people in a methodical, merciless way. There's no proper defense for most people. I fear our society will end up in a worse place because of businesses like this one.
I'm with you on this and I think the problem really got started when Zynga began actively optimizing to monetize underlying addiction in its core users years ago. The real solution here is that we need legislation for "casual" games that puts addictive games into the same bucket as gambling, but doing that is going to be really difficult (how do you even legally define bad addicting gameplay?).