Continuing within a dungeon, on the other hand, is a fleeting benefit that offers only a temporary boost to the current play session. A player will only continue if a rare creature (which they perceive to be worth at least $1) has already dropped and will absolutely be received upon completing the dungeon, or if they know that they can complete the dungeon quickly and safely. Otherwise, whatever killed them will probably just kill them again, and they'll end up throwing good money after bad. The bulk of GungHo's money is coming from players spending $5 per pop at the chance - not guarantee - of receiving a powerful creature to add to their arsenal. This mechanic is known as "gatcha," after "gatchapon," the random toys dispensed at convenience stores and video arcades from transparent plastic eggs. This technique is extremely popular in Japanese games, to the point that in May 2012 the Japanese Diet passed legislature banning a particularly nefarious variation known as "kompu gacha". On the face of it, this is madness. When players spend real money in a game, they want to know they'll be getting an actual advantage in return. Yet GungHo is earning tens of millions of dollars a month selling the possibility--not promise--of an advantage. But because of the game GungHo has constructed around that possibility, millions of players are willing to take that chance.
This technique is used masterfully in Puzzle and Dragons. In that game the play primarily centers around completing “dungeons”. To the consumer, a dungeon appears to be a skill challenge, and initially it is. Of course once the customer has had enough time to get comfortable with the idea that this is a skill game the difficulty goes way up and it becomes a money game. What is particularly effective here is that the player has to go through several waves of battles in a dungeon, with rewards given after each wave. The last wave is a “boss battle” where the difficulty becomes massive and if the player is in the recommended dungeon for them then they typically fail here. They are then told that all of the rewards from the previous waves are going to be lost, in addition to the stamina used to enter the dungeon (this can be 4 or more real hours of time worth of stamina).At this point the user must choose to either spend about $1 or lose their rewards, lose their stamina (which they could get back for another $1), and lose their progress. To the brain this is not just a loss of time. If I spend an hour writing a paper and then something happens and my writing gets erased, this is much more painful to me than the loss of an hour. The same type of achievement loss is in effect here. Note that in this model the player could be defeated multiple times in the boss battle and in getting to the boss battle, thus spending several dollars per dungeon.This technique alone is effective enough to make consumers of any developmental level spend. Just to be safe, PaD uses the same technique at the end of each dungeon again in the form of an inventory cap. The player is given a number of “eggs” as rewards, the contents of which have to be held in inventory. If your small inventory space is exceeded, again those eggs are taken from you unless you spend to increase your inventory space. Brilliant!...The above mechanics are not meant to be exhaustive, but give a basic overview of key techniques used in coercive monetization model based games to defeat a customer's ability to make informed choices about the costs and values in these products. The more subtle the hand, and the more you can make your game appear to be skill based the more effective these products will monetize. Currently I would consider Puzzle and Dragons to be the state of the art.
da gabs doch n paar teuflische f2p features...
Zitat von: Baumstumpf am 19. März 2014, 21:40:15da gabs doch n paar teuflische f2p features... nicht nur da...das momentan beste beispiel ist heroes of dragon age.da kann man für 29,99 USD (!) 10 (!) helden kaufen mit ner 1:1400 chance dass einer legendary ist. bei den ersten 20 ist jedoch ein legendary garantiert dabei.der rest ist wohlgemerkt schrott, also kostet der 1. legendary 60 USD und ab da wirds dann seeeehr teuer.wenn man schaut was für helden manche spieler haben dann kann man sich ausrechenen wie viele 1000 USD die da reingesteckt haben....
Echt mal, Skeltem. Schämst du dich nicht, bei einem F2P Spiel Spaß zu haben. Sowas geht einfach nicht. Geh in die Schäm-Ecke zu Itchy und denkt gemeinsam darüber nach, was ihr getan habt.
ich sehe sie schon in nem halben jahr in dunklen boardecken ehrenhafte tridents um geld für diamanten oder dracheneier oder sonstiges anbetteln.
Selbst wenn das alles Abzocke ist, ich ziehe immer herrlich viel Motivation daraus zu sehen, wie weit man ohne dem Einsatz von Geld kommt.
Zitat von: Itchy am 20. März 2014, 13:44:37Selbst wenn das alles Abzocke ist, ich ziehe immer herrlich viel Motivation daraus zu sehen, wie weit man ohne dem Einsatz von Geld kommt.ich ziehe meine motivation meistens daraus mein können im spiel zu verbessern und gegen andere spieler zu gewinnen. aber jedem das seine...