Sunday, March 1, 2015
Money, Money, and More Money
The third category is by far the worst offender. At least with the aforementioned content and perks categories there are theoretical limits to how much one can spend. However, resource driven models of revenue tend to encourage repurchasing the same in-game "currency" for real world money over and over again. It's a system designed to prey on "whales," a euphemism for fools and the rich. No matter how one slices it the practice is disgusting (both metaphorically and literally). Problems with perks and resources have become so endemic in mobile games that the Apple has begun to segregate pay-once-to-play games into a special section of their online app store for customers who have grown sick and tired of micro-transactions. For me it's a welcoming trend that needs to be more wide spread.