I´m more interested into how these chances apply to drop rates in the actual game, since I see a clear paralell in
[b]milking players money & milking players time[/b]
The longer a player stays active in a game, the higher the chance that he/she will finally buy sth.
Ever since Activision claimed a patent about how to incentivize players to buy sth via matching them with opponents in a game, that have sth. desirable I am convinced, that monetization and gamedesign work hand in hand, so the sermon we hear: [quote]Microstransaction are only here to give players an option to enhance their experience[/quote] we should read:
A Game is designed so that it enhances the chance a player will buy Microtransactions.
Shadow of War got infamous for introducing a MT-economy that ruined the Progression. WB finally decided to take MT completely out, so did EA in SW:BF.
Anyone who does not realize that the drought of content vs. the flood of eversverse items (shaders, boons to enhance chances, exotic emotes, legendary ornaments) shows a clear tendency to MT is missing the mark imo.
I dunno man. Marketing never really has much bearing on me. I think its where I worked in retail for a long time.
I can understand peoples distaste for marketing psychology though
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