I haven't watched it yet but the premise is true: that many of the exploitative practices are game-industry standard.
I come from a time when there were no microtransactions. No lootboxes. There was no deliberately penalizing soloplaying to push your friends into playing just so you can even complete basic things. There was no heavy leaning towards addiction via variable rewards. There was no catering to popular streamer's needs directly over customer's needs in order to promote a game. There was no deliberately omitting basic instructions so as to promote YouTube guides to an unprecedented extreme.
People may not be aware or forget these are all contemporary exploitative game industry practices that one day, hopefully, will be seen for the endemic outdated manipulation norms that they really are right now.
English
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Edited by LotsaJam: 1/7/2022 11:17:38 PMYeah it wasn't that long ago, probably all of us do
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Edited by Demon_XXVII: 1/7/2022 5:35:38 PMI’m from the generation that knowing this: [i]Up, Up, Down, Down, Left, Right, Left, Right, B, A.[/i] Made you godly 😆 Now, It’s all Skinner boxes & psychological/addiction tactics The kids of today, in 5/10/20 years will think nothing of spending £100+ a month subscription to throwaway games & reskins of skins Thinking it’s progress
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Same here. Days where games were complete at release not we will patch it later.
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Exactly Skinner's variable rewards, scarcity fomo, social influence, "free" but not free games, and many more are all carefully engineered in, center-stage, to maximize profits over quality content. It's a whole exploitative science that worms around the edges of legislation.