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Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

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11–20 of 370 posts

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#11
post #5

FTA: ... "they tuned their compulsion loop" ... We've done it folks. We've found business models far shadier than standard issue surveillance capitalism. This whole attention economy thing is just so unbelievably gross. The only things lower on the moral totem pole these days are cryptocurrency scams and the really shady/exploitative side of the porn industry.

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Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#13
Doing mobile ad IRR modeling spreadsheets, tweaking ad copy to rank higher in search engines, and other business-y MBA crap is easier than actually building a good game, especially if you don't actually like games and are just getting into "e-sports and mobile".

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#14
post #3

Or, you know, invested in building games where people retrospectively assess their time spent with the game as enriching rather than exploitative.

> Or, you know, invested in building games where people retrospectively assess their time spent with the game as enriching rather than exploitative. The most profitable franchises have not done this. It's all timesinks, pay-to-win, and microtransactions.

Except some Nintendo games, like breath of the wild.

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#17
This seems like a click bait title to me, he "technically" uses those words, but the article seems a lot more sensible to me than inflammatory. We should definitely be thinking through sales/marketing when building games just like we do when building software. Not sure why you wouldn't be.

Edit to add: This rings true even when you decide "not a priority this time", that's still thinking it through

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#18
The headline is pretty sensationalist. The full quote "Ferrari and some of the other high-end car manufacturers still use clay and carving knives. It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots."

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#19
> “I’ve seen great games fail because they tuned their compulsion loop to two minutes when it should have been an hour.

A 'compulsion loop' sounds bad to me, I'd never heard the term before. Although if I try to take a step back I suppose this term could be used to describe any game and not just one of the lootbox-mania or idle games.

However, the wikipedia article [1] states:

> A core or compulsion loop is any repetitive gameplay cycle that is designed to keep the player engaged with the game. ... A compulsion loop may be distinguished further from a core loop; while many games have a core loop of activities that a player may repeat over and over again, such as combat within a role-playing game, a compulsion loop is particularly designed to guide the player into anticipation for the potential reward from specific activities

For some reason, all I can think of is that game from ST:TNG [2]. I'd like to say that I am somehow above it all but back when I used to play FPS games, it was probably just the same thing. Nonstop dopamine infusion.

[1] https://en.wikipedia.org/wiki/Compulsion_loop

[2] https://en.wikipedia.org/wiki/The_Game_(Star_Trek:_The_Next_...

Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO

#20
Yeah, this is gross. He has a point that when you are selling a game, you're in it for a non-zero amount of profit, so you do have to think about compulsion and keeping people coming back to the game - if people aren't drawn back over multiple sessions then they're going to walk away thinking they spent money for 2 minutes of playtime and they'll be upset.

But the context of the question was moving monetization earlier in the development process. This is something that winds up feeling very broken in most games. You can tell when the game is a fleshed out around a scaffold of "how can we extract payment" and it always feels lame. In fact, some of my favorite games are the opposite - the core gameplay is built out, and then the monetization is added as a cosmetic store.

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