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Jun 21 2022 08:44pm
This is not about whether or not you can have fun as a free player

This is not about whether or not you can compete as a free player


This is about whether or not this game is predatory



Here are some of the predatory psychological strategems used in mobile games to lure the player into spending money and/or keeping them hooked



Temporal Withholding

Offering packages right-away to the player will turn them off, while waiting for them to be invested in the game will make them more prone to upgrade their character due to having built emotional attachment to it


The IKEA effect

A cognitive bias in which consumers place a disproportionately high value on products they partially created. Making the characters as customizable as possible, without overdoing it, will make the player feel like their characters are really worth something, building emotional attachment to it once again


The Hook

Hooking the player with a first, nicely-priced initial purchase. A 500% discounted deal that only a fool would refuse, and it's less than a dollar! Why not go for it? There you go - the player went from the binary state of "not being a spender" to "being a spender" - the ice has been broken. The first purchase is always the hardest


The Sunk-Cost Fallacy

Starting by offering cheap deals to the player, and progressively going up, will lure and trap them. When the player has already spent an accumulative of 100$, what's stopping them from spending an additional little 20$? That's just a fraction of what they already spent anyway. When the player has already spent 500$, why not an additional little 100$? After all, they've invested so much, so let's go for another notch. It's all relative


Peer Pressure

Making sure that the game is not only as social as possible, but as cooperative as possible, the player will feel pressure. Due to the fear of being exposed to others as being weak, a liability, and being kicked out of groups, they are incited to make purchases. When a cooperative event is over, making sure that a DPS leaderboard is shown is a classic. No one wants to be at the bottom and scoffed at, no one wants to be shamed into leeching off everyone else's success


Loss Aversion

A psychological mechanism where the hate of losing is greater than the love of winning. Making the player "earn" something, like gear, throughough a dungeon, just to threaten to take it away when they don't succesfully complete it, will incite them to spend the necessary currency to either continue the dungeon or leave with the acquired gear. They'll feel like they're entitled to get it. "It's mine, no touchy!"


Gear Obsoletion

Regularly updating content with more powerful items will not only help player retention, but will incite the player to buy new gear to replace the obsolete one, as long as it's not overdone - it's all in the moderation


Hot State

The brain has two states - the monkey one and the smart, lazy one. Abusing the monkey one, the one that takes irrational decisions, will net positive gains. Having time-limited offers will trigger its compulsive, irrational decisions and the player will make more purchases this way


FOMO

Fear of missing out, making sure that there are as many good, discounted special deals as possible in the shop will make the player inclined to make purchases, in fear of the deals going away. Time-limited items also sell nicely, even if they're just cosmetics


A Privilege

Another regularly used stratagem is enticing the player into thinking that buying a one-time pack at a discounted price alongside their normal rewards after having completed something is a privilege. It will also trigger the hot state and the fomo


Instant Gratification

Overly rewarding the player for even the menial of task, showering them with a bunch of currency and consumables, will make them feel like they've really accomplished something, building trust and retention


Competitiveness

Having as many leaderboards as possible, for things like the player's power level, level, monsters killed and such (nothing skill-related, but things that are achieved by spending money or overly playing) will increase competition. The competitive nature of man will incite the player to compete for a place on a leaderboard, no matter how irrelevant that leaderboard may be. It helps for retention as well


Too. Much. Clutter.

Having too many currencies layered and all intertwined together will confuse the player and they will lose track and control of what they're even purchasing


Limit

Limiting the amount of activities a player can do a day to prevent a burnout is intended. The player will also always get that sweet dopamine rush when logging in the next day


Pass

Enticing the player into logging in every day for daily, accumulative rewards is a no-brainer. If it's a monthly pass, gating the last reward behind the 30th day, with no way of obtaining it unless they've logged in every single day, is a clever stratagem. If the player is two-days short of their 30th day reward and their pass is expired, the reward will be made available if they purchase another monthly pass that chains the first, creating an endless cycle of monthly pass purchases. "I'm only two days away, so let me purchase it again!"


You're Missing Out!

If there's something such as a monthly pass that shows progress and rewards tied to it, including rewards that are gated behind a special monthly pass will condition the player into thinking that they've "lost" items because they haven't paid. This will trigger the loss aversion fallacy


Carrot, Stick

Making sure that the player is aware of what's the best gear for them, while making sure that they most likely never get it, is a given


Whac-A-Mole

The whales love to get that sweet dopamine rush when stumping a myriad of non-payers when it comes to anything competitive. If everyone were a whale, they'd get bored and quit. If everyone were free-to-play, no money would be made. Having a good balance of payers and non-payers is primordial


Longetivity

Considering the aforementioned Whac-A-Mole point, and considering that non-payers will get frustrated and be inclined to whale themselves up, it's necessary to get a good influx of new players as well, most of which will be non-payers. This will help keep that sweet spot of a balance between payers and non-payers. A nicely oiled machine if done right


The Anchor

If an item is priced at 10$, it may not sell. But putting it at a 20$ and later on offering it at a discounted price of 10$, the player will be enticed to buy it. They'll feel like they're making a good deal, as if they were making a wise decision and screwing the system


Strategically Priced Payment Rewards

Say there are two packs of diamonds for sale, diamonds being the RMT currency. The first pack contains 235 diamonds, while the second contains 950. Making the purchasable items something like 250 diamonds, 500 diamonds, and 1000 diamonds is a clever strategy used in most mobile games. The player who has purchased one of the pack will be just a few diamonds short of another purchasable, inciting them to buy another pack to get it. The player will not look at what they have acquired, but at how close they are to acquire the next purchasable


So Far, Yet So Close

Cleverly showing progression bars in a way that the player feels like they're close to the next tier is yet another stratagem. Say the player starts at VIP 0 and every 100$ spent increases your VIP tier. The player spent 600$ and is thus at VIP 6. Now, instead of showing the progression bar as "0/100 to VIP 7", it will be shown as "600/700 to VIP 7". The player is way closer to the next tier this way! "I'm almost there! So why not go for it?"


Monetization by Bartle Type

Players are separated into four groups: the explorers, the killers, the achievers, and the socializers. Explorers will buy new content, killers will buy MTX that grant them a competitive advantage, the achievers will buy convenience MTX, and the socializers customization MTX. It's good to know the playerbase, to identify them, and what to sell them


Multiple Servers

Needlessly having multiple servers is a clever psychological mechanic used. It's easier for whales and potential whales to see the light at the end of the tunnel and dreaming of becoming the next number one this way. Having one big server will simply blind the payer, they'll feel like they can't realize that dream, it's an out-of-reach goal


Servers Merge

The whales who are and have already massively invested will be 'forced' to make outrageous purchases to win their fights against other whales


Look At Me!

Making sure the player shows others about their RMT habits, through cosmetics and such, will normalize this behavior and make people more prone to partake in this activity to fit in


Loot Boxes

Gating the best items behind RNG loot boxes will naturally trigger the gambling fallacy and the player will keep going at it until they've gotten what they want (or not)


Forced Routine

Another way to make sure that the player keeps coming back is by penalizing them for not doing so. You planted a tree? The player will be forced to come back in 4 hours to collect its fruits or else they'll wither. You don't log in for a day? Your daily login reward goes to waste


That being said, is this game predatory?
Member
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Jun 21 2022 08:48pm
No. The world is revolved around the choices you make. Does that mean McDonalds is predatory because people are fat? No. Fat people chose to eat there, they chose not to exercise, they chose to be and stay lazy.

The game offers a choice to buy. You are not obligated or forced upon threat of death to buy ANYTHING. It's up to you and your choice what you do every single minute of your life.

This post was edited by Soul Snatcha on Jun 21 2022 08:49pm
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Jun 21 2022 09:12pm
My vote is Yes..

This game is absolutely predatory in the fact that you have the loot box RNG and a pay to win aspect for power, especially in PVP for DPS characters.
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Jun 22 2022 12:02am
Excellent post. I immediately recognized a lot of these and wasn’t surprised. That’s why I don’t give a fuck if I miss a day or two. I play whenever I please and play only when bored and don’t have anything better to do. Currently Lv 50. I’m slow but idc I’m not in a hurry or anything, and I ignore the leaderboard.
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Jun 22 2022 02:04am
Quote (Soul Snatcha @ Jun 21 2022 07:48pm)
No. The world is revolved around the choices you make. Does that mean McDonalds is predatory because people are fat? No. Fat people chose to eat there, they chose not to exercise, they chose to be and stay lazy.

The game offers a choice to buy. You are not obligated or forced upon threat of death to buy ANYTHING. It's up to you and your choice what you do every single minute of your life.


With all due respect, is English not your first language? Do you understand what basic word mean, and how to interpret the context they are used in?
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Jun 22 2022 02:27am
Quote (Jaille @ Jun 22 2022 10:44am)
This is not about whether or not you can have fun as a free player

This is not about whether or not you can compete as a free player


This is about whether or not this game is predatory



Here are some of the predatory psychological strategems used in mobile games to lure the player into spending money and/or keeping them hooked



Temporal Withholding

Offering packages right-away to the player will turn them off, while waiting for them to be invested in the game will make them more prone to upgrade their character due to having built emotional attachment to it


The IKEA effect

A cognitive bias in which consumers place a disproportionately high value on products they partially created. Making the characters as customizable as possible, without overdoing it, will make the player feel like their characters are really worth something, building emotional attachment to it once again


The Hook

Hooking the player with a first, nicely-priced initial purchase. A 500% discounted deal that only a fool would refuse, and it's less than a dollar! Why not go for it? There you go - the player went from the binary state of "not being a spender" to "being a spender" - the ice has been broken. The first purchase is always the hardest


The Sunk-Cost Fallacy

Starting by offering cheap deals to the player, and progressively going up, will lure and trap them. When the player has already spent an accumulative of 100$, what's stopping them from spending an additional little 20$? That's just a fraction of what they already spent anyway. When the player has already spent 500$, why not an additional little 100$? After all, they've invested so much, so let's go for another notch. It's all relative


Peer Pressure

Making sure that the game is not only as social as possible, but as cooperative as possible, the player will feel pressure. Due to the fear of being exposed to others as being weak, a liability, and being kicked out of groups, they are incited to make purchases. When a cooperative event is over, making sure that a DPS leaderboard is shown is a classic. No one wants to be at the bottom and scoffed at, no one wants to be shamed into leeching off everyone else's success


Loss Aversion

A psychological mechanism where the hate of losing is greater than the love of winning. Making the player "earn" something, like gear, throughough a dungeon, just to threaten to take it away when they don't succesfully complete it, will incite them to spend the necessary currency to either continue the dungeon or leave with the acquired gear. They'll feel like they're entitled to get it. "It's mine, no touchy!"


Gear Obsoletion

Regularly updating content with more powerful items will not only help player retention, but will incite the player to buy new gear to replace the obsolete one, as long as it's not overdone - it's all in the moderation


Hot State

The brain has two states - the monkey one and the smart, lazy one. Abusing the monkey one, the one that takes irrational decisions, will net positive gains. Having time-limited offers will trigger its compulsive, irrational decisions and the player will make more purchases this way


FOMO

Fear of missing out, making sure that there are as many good, discounted special deals as possible in the shop will make the player inclined to make purchases, in fear of the deals going away. Time-limited items also sell nicely, even if they're just cosmetics


A Privilege

Another regularly used stratagem is enticing the player into thinking that buying a one-time pack at a discounted price alongside their normal rewards after having completed something is a privilege. It will also trigger the hot state and the fomo


Instant Gratification

Overly rewarding the player for even the menial of task, showering them with a bunch of currency and consumables, will make them feel like they've really accomplished something, building trust and retention


Competitiveness

Having as many leaderboards as possible, for things like the player's power level, level, monsters killed and such (nothing skill-related, but things that are achieved by spending money or overly playing) will increase competition. The competitive nature of man will incite the player to compete for a place on a leaderboard, no matter how irrelevant that leaderboard may be. It helps for retention as well


Too. Much. Clutter.

Having too many currencies layered and all intertwined together will confuse the player and they will lose track and control of what they're even purchasing


Limit

Limiting the amount of activities a player can do a day to prevent a burnout is intended. The player will also always get that sweet dopamine rush when logging in the next day


Pass

Enticing the player into logging in every day for daily, accumulative rewards is a no-brainer. If it's a monthly pass, gating the last reward behind the 30th day, with no way of obtaining it unless they've logged in every single day, is a clever stratagem. If the player is two-days short of their 30th day reward and their pass is expired, the reward will be made available if they purchase another monthly pass that chains the first, creating an endless cycle of monthly pass purchases. "I'm only two days away, so let me purchase it again!"


You're Missing Out!

If there's something such as a monthly pass that shows progress and rewards tied to it, including rewards that are gated behind a special monthly pass will condition the player into thinking that they've "lost" items because they haven't paid. This will trigger the loss aversion fallacy


Carrot, Stick

Making sure that the player is aware of what's the best gear for them, while making sure that they most likely never get it, is a given


Whac-A-Mole

The whales love to get that sweet dopamine rush when stumping a myriad of non-payers when it comes to anything competitive. If everyone were a whale, they'd get bored and quit. If everyone were free-to-play, no money would be made. Having a good balance of payers and non-payers is primordial


Longetivity

Considering the aforementioned Whac-A-Mole point, and considering that non-payers will get frustrated and be inclined to whale themselves up, it's necessary to get a good influx of new players as well, most of which will be non-payers. This will help keep that sweet spot of a balance between payers and non-payers. A nicely oiled machine if done right


The Anchor

If an item is priced at 10$, it may not sell. But putting it at a 20$ and later on offering it at a discounted price of 10$, the player will be enticed to buy it. They'll feel like they're making a good deal, as if they were making a wise decision and screwing the system


Strategically Priced Payment Rewards

Say there are two packs of diamonds for sale, diamonds being the RMT currency. The first pack contains 235 diamonds, while the second contains 950. Making the purchasable items something like 250 diamonds, 500 diamonds, and 1000 diamonds is a clever strategy used in most mobile games. The player who has purchased one of the pack will be just a few diamonds short of another purchasable, inciting them to buy another pack to get it. The player will not look at what they have acquired, but at how close they are to acquire the next purchasable


So Far, Yet So Close

Cleverly showing progression bars in a way that the player feels like they're close to the next tier is yet another stratagem. Say the player starts at VIP 0 and every 100$ spent increases your VIP tier. The player spent 600$ and is thus at VIP 6. Now, instead of showing the progression bar as "0/100 to VIP 7", it will be shown as "600/700 to VIP 7". The player is way closer to the next tier this way! "I'm almost there! So why not go for it?"


Monetization by Bartle Type

Players are separated into four groups: the explorers, the killers, the achievers, and the socializers. Explorers will buy new content, killers will buy MTX that grant them a competitive advantage, the achievers will buy convenience MTX, and the socializers customization MTX. It's good to know the playerbase, to identify them, and what to sell them


Multiple Servers

Needlessly having multiple servers is a clever psychological mechanic used. It's easier for whales and potential whales to see the light at the end of the tunnel and dreaming of becoming the next number one this way. Having one big server will simply blind the payer, they'll feel like they can't realize that dream, it's an out-of-reach goal


Servers Merge

The whales who are and have already massively invested will be 'forced' to make outrageous purchases to win their fights against other whales


Look At Me!

Making sure the player shows others about their RMT habits, through cosmetics and such, will normalize this behavior and make people more prone to partake in this activity to fit in


Loot Boxes

Gating the best items behind RNG loot boxes will naturally trigger the gambling fallacy and the player will keep going at it until they've gotten what they want (or not)


Forced Routine

Another way to make sure that the player keeps coming back is by penalizing them for not doing so. You planted a tree? The player will be forced to come back in 4 hours to collect its fruits or else they'll wither. You don't log in for a day? Your daily login reward goes to waste


That being said, is this game predatory?


Great post and analysis, developers have employed psychologists and behavioral experts to develop systems like these just like casinos did.
A sense of accomplishment when you win, flashy lights and sounds when you get a rare drop, the act of gambling disguised to be fun, innocent and entertaining etc... it's evident.

This post was edited by Lionhearted on Jun 22 2022 02:34am
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Jun 22 2022 03:40am
Perhaps there are people that just like to be owned by corporate scumbags like Bli$$ard.
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Jun 22 2022 05:10am
Quote (waaaghboss @ Jun 22 2022 03:04am)
With all due respect, is English not your first language? Do you understand what basic word mean, and how to interpret the context they are used in?


Before you try to insult my English make sure you come at with a English major. Your grammar sucks. Secondly, I think you're lost in these forums. Pretty sure you have no idea what's going on because I have no idea what you're rambling about. What I wrote makes perfect sense, to anyone whos "English is their first language". My guess is, it was not your first, as apparently you struggled to understand what I wrote.

Have a good day, lad. I'd translate that to your first language, but I don't know that yet.
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Jun 22 2022 07:52am
Quote (Soul Snatcha @ Jun 22 2022 01:10pm)
Before you try to insult my English make sure you come at with a English major. Your grammar sucks. Secondly, I think you're lost in these forums. Pretty sure you have no idea what's going on because I have no idea what you're rambling about. What I wrote makes perfect sense, to anyone whos "English is their first language". My guess is, it was not your first, as apparently you struggled to understand what I wrote.

Have a good day, lad. I'd translate that to your first language, but I don't know that yet.



You should make a youtube video defending this crap game, you will rock views for sure... As long as you keep comments ON... xD


Maybe even Blizzard will give you a 2 peanuts discount in their next scam... You never know...

This post was edited by cross69 on Jun 22 2022 07:53am
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Jun 22 2022 10:09am
The monetization is slightly predatory. But it is a mobile game, that is to be expected, it can not be profitable any other way.

People on mobile games need to be enticed to spend money. If there is no incentive, there is no profit, and then of course there is no game to begin with.
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