Toxicadam wrote: The PACman wrote: How does being forced to stop playing a game forge a deeper commitment? Thats just backwards thinking. Like many, many others I had a much deeper commitment to MPQ when i could play when i wanted to. Now I play more of other games. Because game playing is essentially ritualized behavior. Or at least, it taps into that part of our brain that gets relief from ritual. A ritual is more deeply ingrained/satisfying when repeated over a long period of time rather than a short one. A timer can also function as 'a life', like in traditional gaming. Losing 50 stamina in PAD (when you fail) raises the stakes of the game because failure has a value. If you could just mindlessly keep repeating the same quests without repurcussion, then it doesn't have the same kind of engagement. You won't get the same kind of endorphin rush when you do succeed. (This is all said with the caveat that yes, timers can ruin a good game (look at EA's Dungeon Keeper) and people will have wildly different tolerances of what they deem acceptable or not.)
The PACman wrote: How does being forced to stop playing a game forge a deeper commitment? Thats just backwards thinking. Like many, many others I had a much deeper commitment to MPQ when i could play when i wanted to. Now I play more of other games.
The PACman wrote: In the modern world, just how popular would Call of Duty be if players were unable to play for 5 hours every 30 mins? Would anybody buy it?
atomzed wrote: The PACman wrote: In the modern world, just how popular would Call of Duty be if players were unable to play for 5 hours every 30 mins? Would anybody buy it? Well, freemium games *is* the modern world gaming structure. Look at how successful Clash of Clans and Candy Crush are.the company are earning big bucks with the "timer" system and "free to play, but pay to play more" system. I will point out that not all games can adopt the freemium structure. But there *are* games that can adopt that structure. You may not like those games, then avoid them. Much like in any business, the bottom line is the most important. If the company don't earn a profit, they will have to change their monetization structure. So vote with your wallet.
ihearthawthats wrote: I don't think the frustration argument is valid for Candy Crush and similar games. When do you see the timer? When you lose. Thus the source of frustration can be ambigious. How many people rage when they see "you died" in Dark Souls? You don't have to wait or pay anything to continue yet the frustration still exists. I also think the cod argument is flawed. People don't buy Candy Crush. If they "buy it" they effectively bypass the wait times. If cod was free with wait times, yeah, I would think a ton would "buy it". Tekken Revolution and Soul Calibur Lost Swords both have energy systems and both are successful despite there being paid alternatives, TTT2 and SC5.
The PACman wrote: ihearthawthats wrote: I don't think the frustration argument is valid for Candy Crush and similar games. When do you see the timer? When you lose. Thus the source of frustration can be ambigious. How many people rage when they see "you died" in Dark Souls? You don't have to wait or pay anything to continue yet the frustration still exists. I also think the cod argument is flawed. People don't buy Candy Crush. If they "buy it" they effectively bypass the wait times. If cod was free with wait times, yeah, I would think a ton would "buy it". Tekken Revolution and Soul Calibur Lost Swords both have energy systems and both are successful despite there being paid alternatives, TTT2 and SC5. The frustration isnt ambiguous at all. The number of times i have heard my daughter or my ex say something like 'well, thats it for me now, gotta wait for lives' makes it clear where the frustration lies. Yes, people still get frustrated and angry when they die in other games, esp one where you have to repeat a large section of a very challenging game but, if added on to that was the notion that you were unable to try again for an hour it would be worse dont you think? Yeah, I realise my CoD argument is flawed, I was just going for an extreme example to make my point. People woudn't play it if it limited their play-time, that kind of game environment couldn't function in that way. It is possible for mobile games to function that way and indeed the people that have posted pointing out that it is the norm and it works are 100% correct. People are willing to drop a few pennies now and again on a game to continue playing. I am merely asking if there is another way, esp as with MPQ it is not a case of dropping pennies occasionally, the costs involved can be much higher than that.