this post was submitted on 11 Jul 2024
81 points (96.6% liked)

Videos

14070 readers
333 users here now

For sharing interesting videos from around the Web!

Rules

  1. Videos only
  2. Follow the global Mastodon.World rules and the Lemmy.World TOS while posting and commenting.
  3. Link directly to the video source and not for example an embedded video in an article.
  4. Don't be a jerk
  5. No advertising
  6. Avoid clickbait titles. (Tip: Use dearrow)

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 7 points 2 months ago

Depending on the developer, and the scale of their game, these things can also be incredible cheap to produce too. If your gameplay/monetary loop is something designed to arbitrarily force a player to wait to accomplish something or otherwise spend money, then you can drastically reduce the amount of content that needs to be added as long as you have an adequate base.

Even if you spend money, loot box mechanics and randomized stats can push players to continue to spend because while they got an item, they didn't get the perfect item. Base builders, team combat titles and character based games are very, very effective at this.

For developers like the one behind Evony, they can be a lot cheaper because that game, and a hundreds like it have existed all the way back as far as farmville and earlier. They just got better at the monetization loop over time.