It looks like you're new here. If you want to get involved, click one of these buttons!
Any game that relies on a cash shop for revenue is built
around the cash shop. You can safely assume that those games will lack
everything but walls with credit card swipes and/or an option to grind it down
with mundane game play that creates an urge to brush your teeth with a loaded
revolver... for a lot of us.
How much development time is used in creating content that is cash shop friendly versus creating content that is enjoyable? Forget about balancing the game itself, we have to figure out this cash shop content, and then how to implement it in a way that generates revenue, then tweak the game to support it. Not to mention the internal testing timeline of the cash shop alone. What about the marketing think tank, internal or external, that sit around analyzing data to find that elastic sweet spot?
It would seem that they would be better off devoting all of
those resources to the actual game; if you build it they will come. Well, it
may make a better game, but that isn’t the goal. The goal is to capture an
audience and then extort them by any means possible.
Think about QVC and the TV shoppers that decide to purchase their items. With little to no solid information or means to physically inspect and make an informed decision, they make purchases based on impulse alone. Most likely they did not set out to watch QVC for that particular item to begin with, it was purely an impulse buy.
"An impulse purchase or impulse buying is an unplanned decision to buy a product or service, made just before a purchase. One who tends to make such purchases is referred to as an impulse purchaser or impulse buyer. Research findings suggest that emotions and feelings play a decisive role in purchasing, triggered by seeing the product or upon exposure to a well-crafted promotional message.
Marketers and retailers tend to exploit these impulses which are tied to the basic want for instant gratification.”
Now, think for a moment about the game play that these games provide.
-Clear, visible ques, ie. a big flashing quest marker above an NPCs head.
-Minimap way points that keep you informed of where you need to go.
-An easily accessible journal to keep track of quest to dos.
-Repetitive tasks and routines.
-Lack of distractions while in game, be it PvP free zones or instances, removing the possibility that others can interrupt your game play.
-Tasks that may be boring, but are stimulating through rewards.
-Removing the need for patience, the ability to dive right in, rushing through tasks without reading instructions.
So, this list is a good representation of everything available to us right now.
It’s also an exact list of ADHD symptoms and treatment. The same methods you would use in a class of ADHD children to keep and hold attention. Is it a coincidence that people with ADHD tendencies are also the ones most likely to show impulsive and hyperfocus behavior?
I was diagnosed last year with inattentive ADD. Since then I have done a little studying of ADD/ADHD and got to thinking about MMOs as I read about tips to overcome. I honestly believe that these games are carefully built around the ADD/ADHD audience, which is in turn built around the cash shop.
I think what I’m trying to say is; if you enjoy the hell out of your typical cash shop game you might want to go get diagnosed, because the meds are amazing.