Earlier quoted context omitted.
The maximization of profit over everything else is the cause of much suffering.
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Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
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Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#92> “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 repet…
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#93The full quote for context: > 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. Their CEO is certainly not calling everyone an…
I don't think the full context does him any favors. The way he talks of gamedevs that are not engaging in predatory behaviour ("beautiful and pure, brilliant people") is incredibly condescending. Like, "yes children, once you grow up you'll realize how foolish your idealism has been and you'll stuff your game full of gems you can overpay for!". These are his customers he's talking about. And later talking about "comp…
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#94> “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 repet…
Compulsion loop does sound rather dystopian and "attention-hacking" but it's interesting that he says "two minutes when it should have been an hour," instead of the other way around. An hour long compulsion loop sounds like it could be an immersive experience. That said, I'm not hearing nice things about IronSource and it sounds like maybe there's better ways to get user feedback than the particular implementations t…
I think I'm not alone in that, and the few games I really enjoyed in the last couple of years were significantly text-based and/or complex simulations for this reason.
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#95Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#96Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#97The full quote for context: > 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. Their CEO is certainly not calling everyone an…
He's saying every game needs to be an MTX riddled nightmare to be successful. As a gamer I reject that and have been with my wallet for a while. There are hundreds of dev teams producing great stuff below the AAA level that only ask me to buy the game once not every day.
Come on, that's clearly not what he's saying in that quote. I don't like microtransactions either, but it makes your position weaker to get hyperbolic.
He's saying you have to include monetisation when planning for your game, rather than pretending it doesn't exist. To me this seems so obviously true that it's almost a product design axiom, let alone a priority for businesses. The question is how it should be done, and how well it will be done, which he says nothing about in that quote.
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#98Counterpoint: Stardew Valley. No IAP bullshit, no lootbox chicanery... and yet I doubt its creator is hurting, financially speaking. Of course, we're talking about an outlier here. Excellence doesn't guarantee anything, but it is a strategy that sometimes works. The irony is that you'd expect the big publishers to be the ones willing to take on risks and put out products that are excellent but maybe not financial blo…
Games are a hit driven business; so if you have a success you are incentivized to milk it; if you don't want to be forced to milk it, then don't build 100M-budget games. If you are building a $100M game and not baking in monetization, then you are an idiot.
Re: Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO
#99> “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 repet…
Another term for this is grinding. The CEO is saying they should have made the grinding parts of the game longer. Grinding is usually boring and repetitive part of the game that's required to advance. A typical RPG example is defeating the same monster over and over again to get experience to reach the next new area.