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Mario Kart Tour Triggers You into Gambling Your Money

growth.design

101–110 of 247 posts

Re: Mario Kart Tour Triggers You into Gambling Your Money

#102
post #34

First, that was an amazing breakdown of what's happening. If you enjoyed reading that you might like Folding Ideas breakdown of Fortnite - https://www.youtube.com/watch?v=dPHPNgIihR0 Second, I've personally become very wary of any mobile app that introduces multiple currency types. There's gold, and rubies, and power balls, and stardust! At some point pretty early on I decide it's not worth it to figure out how much…

Mobile games in general are garbage. Considering the number of games, you could just emulate console games for the rest of your life and in doing so only play games that were built as games, not exploitation machines.

Once you get Nethack/Slashem, text adventures and some who-knows-ware licensed games such as Daikatana for Game Boy Color and patched Chinese bootlegs such as Resident Evil and FFVII for the NES, most modern games feel like overpriced propietary crap.

Re: Mario Kart Tour Triggers You into Gambling Your Money

#104
post #58
post #34

Earlier quoted context omitted.

Mobile games in general are garbage. Considering the number of games, you could just emulate console games for the rest of your life and in doing so only play games that were built as games, not exploitation machines.

It feels like there was a sweet spot in between the arcade era (where gameplay was tailored to get your quarters) and the mobile era (where gameplay is tailored to get microtransactions), where game designers saw the most success by providing a complete high‐quality experience in a single purchase. There have been exploitative home console games and non‐exploitative arcade games and mobile games, but to me the overal…

It seems to me that there was pressure on game companies from Block Buster to make games that couldn't be completed in single rental period.

Re: Mario Kart Tour Triggers You into Gambling Your Money

#105
post #58
post #34

Earlier quoted context omitted.

Mobile games in general are garbage. Considering the number of games, you could just emulate console games for the rest of your life and in doing so only play games that were built as games, not exploitation machines.

It feels like there was a sweet spot in between the arcade era (where gameplay was tailored to get your quarters) and the mobile era (where gameplay is tailored to get microtransactions), where game designers saw the most success by providing a complete high‐quality experience in a single purchase. There have been exploitative home console games and non‐exploitative arcade games and mobile games, but to me the overal…

I actually think a ton of games from the "16-bit" era up to the first generation to heavily feature online services and game downloads (PS3/Xbox360/Wii—yeah, yeah, I know even the NES had a game download system in Japan, the Dreamcast had a modem, and so on, but you know what I mean) are still damn good, and my nostalgia consoles are the Magnavox Odyssey2 (I'd not... suggest any of those games to a modern gamer without the benefit of nostalgia) and the NES (I'd advance, IDK, maybe ten or fifteen total games on there as still worth playing for sheer fun reasons, not due to historical importance or whatever, despite personally loving perhaps a hundred of them).

Like, Super Metroid is just fucking great. Timeless. That goes for a lot of those games from the early 90s through early 2000s. Symphony of the Night? A masterpiece and still absolutely worth playing. Some of the Final Fantasy games? The series has veered into a different genre, so it's hard to compare those with earlier entries, but mid-period FF games are totally on par with or better than many trad JRPG-style games still coming out. Chrono Trigger? Still excellent. Most of the Gamecube-era Nintendo multiplayer games are about as much fun as their modern versions, still. Some fighting games? Mid-period entries in those series are often better than the newer ones. And so on.

Most of those I didn't play back in the day, so I don't think nostalgia's blinding me.

Re: Mario Kart Tour Triggers You into Gambling Your Money

#106
post #5

Nintendo has such a great, family friendly brand. If I was in charge, I wouldn't want my brand to be anywhere close to being associated to this type of thing.

Especially since they have the Switch/Switch Lite, which appear to be great for playing proper Mario Kart on the go.

Re: Mario Kart Tour Triggers You into Gambling Your Money

#107
I ignore games that require connectivity or have purchases that can be done more than once. One-time purchase to remove ads or to unlock levels is fine. Anything else hints that the game would be manipulative trash.

It's nice that iOS shows the list of purchases on the app page. If only it had a filter too.

Re: Mario Kart Tour Triggers You into Gambling Your Money

#108
post #52
post #35

Great breakdown, enjoyable read. I think it highlights why more and more tech firms are hiring employees with psychology and economics backrounds. The attention economy combined with the ever-growing presence of a razor and blades style market with in-game purchases in pay-to-win games is insane. I understand it from a profitability perspective. In addition it allows for more enduring cashflows. From a less direct pe…

I remember a few SNES games being $79 at release. One example I remember buying was Street Fighter II.

Carts got up to like $80. After PSX came out, disc-based game prices trended down towards $50, and seem to now be going up to $60.

Re: Mario Kart Tour Triggers You into Gambling Your Money

#109
post #86

Earlier quoted context omitted.

You could say the same thing about coin operated arcade games

Well, yes, you can. There are more books, movies, video games, music, entertainment in general than I could ever consume in a lifetime. And I don't just mean the sum total, including the all the crap; I mean, stuff I would like, even love. While this doesn't stop me from picking up new stuff occasionally, I have used this fact to crowbar myself off the content treadmill. Why look forward to the movie coming out in si…

> There are more books, movies, video games, music, entertainment in general than I could ever consume in a lifetime. And I don't just mean the sum total, including the all the crap; I mean, stuff I would like, even love.

This is why doom & gloom reactions about anything that might slow media publishing don't make any sense to me. I'd have to be insanely dedicated to make it through the backlog of very-likely-to-be-good stuff I want to experience for basically any medium, just of what's already been published/recorded/whatever. Like, tens-of-hours-per-week dedicated, for decades, just to make a single pass over all of it. "We can't reform copyright, what if novels stop being written and movies stop being made!" Well... it'd harm my quality of life basically not at all, so, that just doesn't seem like a huge problem to me (putting aside that a huge amount of writing is free anyway, and has a large audience—see: fan fiction).

Maybe I'd finally get through my list of pre-WWII films I want to watch, at least, before kicking the bucket. Catch up on the titles from the first few thousand years of the written word that are still on my to-read list. Big deal if very little more is published, it'd be impossible to run out of great material as it is.

It's even true for the young medium of video games! I'm still likely gonna have probably-good games on my to-play pile that were already published by today in 2023 if I live until 2070, even if zero more games are published starting this second. "What if this reform means less stuff gets published?" God, I just do not care. Hell, if a reform stops most new publishing but makes older stuff cheaper and more widely available, it might be a win for me, overall. Running out of content to "consume" is a complete non-issue regardless of what happens to those industries in the future. There are several lifetimes worth of good-to-great content already.

Re: Mario Kart Tour Triggers You into Gambling Your Money

#110
post #58

Earlier quoted context omitted.

It feels like there was a sweet spot in between the arcade era (where gameplay was tailored to get your quarters) and the mobile era (where gameplay is tailored to get microtransactions), where game designers saw the most success by providing a complete high‐quality experience in a single purchase. There have been exploitative home console games and non‐exploitative arcade games and mobile games, but to me the overal…

It seems to me that there was pressure on game companies from Block Buster to make games that couldn't be completed in single rental period.

Theoretically plausible for an American developer, but it’s worth pointing out that in that era (and maybe still today) video game rental was illegal in Japan.
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