Earlier quoted context omitted.
>2. Decouple real money from in-game money. If you can buy something for real money, you should not be able to acquire it with in game money. If you can acquire something in game, you should not be able to buy it with real money instead. So there is a standard argument developers make for this. They're wrong, but I'll articulate it because I think it's worth articulating. Some people have more time than money and for…
I've played mobile games where the option to pay just gets your through the game faster, and in my experience, if the game is any fun, why would I want to spend money to be able to play it less? But if people want that, I guess it's OK. On the other hand, if the game requires endless grinding, and let's face it, a lot of these games are really just tedious work with a reward system built in, with little or no strateg…
Yeah it's a tough issue to handle. The Spider-Man PS4 game, for example, uses the "here's a checklist, go do the thing and get a reward" model too. But I hesitate to call it a "skinner-box" because usually the goal is just an excuse to have fun web-slinging across the city and to play with the combat, which is the actual rewarding thing about the game. The gratification, in that case, comes from performing the task rather than from having finished it.
So it really does come down to how you implement it. Whether the goals and rewards are there as a framework to have fun in, or whether they're presented as a barrier you need to clear to find fun on the other side.