[HN Gopher] App store payments will have increased competition
       ___________________________________________________________________
        
       App store payments will have increased competition
        
       Author : laurieg
       Score  : 261 points
       Date   : 2021-08-27 15:45 UTC (7 hours ago)
        
 (HTM) web link (www.kalzumeus.com)
 (TXT) w3m dump (www.kalzumeus.com)
        
       | AlexandrB wrote:
       | As an avid Genshin Impact player, I think this style of game
       | needs to be heavily regulated. Besides endless grinding for
       | slightly better random stats on a few items, there is little
       | endgame progression possible outside of rolling for new
       | characters in the "gatcha", and the prices are insanely high!
       | 
       | I find that this setup generates a compulsion in me to spend
       | money for "one more roll". And while I've never been to a real
       | casino, this resembles accounts of gambling addiction. At a
       | minimum, these games should be rated 18+. There's no way it's
       | healthy for kids to be exposed to mechanics that amount to
       | unregulated gambling before they've even developed some modicum
       | of self control.
        
         | patio11 wrote:
         | Experiences can be compelling without being addictive, which is
         | a distinction I think sometimes lost here. Civilization is
         | compelling and I for one have lost some sleep to Just One More
         | Turn, but one rarely loses one's job or family over
         | Civilization, which is not true of gambling addiction.
         | Inability to stop despite sincere desire to stop, negative
         | impact across multiple outside-the-activity areas of life, etc,
         | are diagnostic criteria for addictions of all sort for
         | basically this reason.
         | 
         | As a parent, I probably wouldn't encourage my children to play
         | either WoW or Genshin Impact or similar until I had a strong
         | bead on their level of self-regulation capacity.
        
           | mattnewton wrote:
           | I think the difference here is that Genshin only has variable
           | rewards and allows you to pull levers for them with real
           | money. Civilization (for the right player) has bottomless
           | gameplay time, A game like WoW has a fixed subscription cost
           | (with cosmetics) and a bottomless gameplay time; what Genshin
           | Impact adds to the danger list is the "gacha" style gameplay
           | progression where you gamble with as much money as you are
           | willing to spend for game items, stat boosts and characters,
           | many available for only a limited time.
           | 
           | I have no doubt this model is much more lucrative but it
           | feels like there is a slot machine standing in the way of
           | what is otherwise a very impressive fusion of different ARPG
           | ideas.
        
             | AlexandrB wrote:
             | > I think the difference here is that Genshin only has
             | variable rewards and allows you to pull levers for them
             | with real money.
             | 
             | It's even worse than that. You can only earn a relatively
             | small amount of gatcha currency in-game. Once you've
             | exhausted that pool for a given patch, no amount of
             | grinding will get you more and the _only_ way to  "pull the
             | lever" is with real money.
        
           | johnnyanmac wrote:
           | >but one rarely loses one's job or family over Civilization,
           | which is not true of gambling addiction.
           | 
           | debatable. Maybe not with Civ specifically, but I remember
           | huge scares in the MMO days over some people literally
           | playing themselves to death from malnourishment. In
           | particular this was targeted towards dedicated gaming cafes
           | in Korea from what I remember. Addiction can be just as
           | deadly even if it "only costs $10/month"
           | 
           | I imagine it's more common than expected, mmo's have just
           | become "more accepted" over time as it acclimated into
           | society.
        
         | ggregoire wrote:
         | > There's no way it's healthy for kids to be exposed to
         | mechanics that amount to unregulated gambling before they've
         | even developed some modicum of self control.
         | 
         | I don't disagree but TCGs are basically unregulated gambling
         | for kids and it has been the case for several decades.
        
         | kevingadd wrote:
         | Incidentally, it's heavily regulated in China, where the
         | developers are based. It's only a free-for-all overseas. There
         | are regulatory limits on how many loot boxes a player can open,
         | etc.
        
       | NHQ wrote:
       | Would it not be more profitable to process all payments for all
       | internet transactions, rather than one app store?
       | 
       | Ditch app stores, fully integrate the web as a platform, then
       | bake Apple/Google pay into the browser/OS, and just be the
       | payment processor for all transactions.
       | 
       | This would also make it much easier for web developers to fetch
       | payments from their apps, no third party API needed. The boost in
       | volume from this factor alone should be considerable.
        
         | Hamuko wrote:
         | Apple already has baked in Apple Pay to Safari for a cut of all
         | transactions.
        
           | rollcat wrote:
           | Apple Pay doesn't take a cut.
        
             | _jal wrote:
             | I'm not sure what exactly you're including/excluding under
             | the 'Apple Pay' umbrella here, but what do you call the
             | merchant discount rate?
        
             | Hamuko wrote:
             | It absolutely does.
             | 
             | https://www.theregister.com/2014/09/13/apple_to_get_15_cent
             | s...
        
         | astlouis44 wrote:
         | We're building this at our startup - a universal app store in
         | WebGL. Primary use case is for game developers (Unreal Engine,
         | and later Unity). No 30% fees, applications work everywhere.
         | 
         | For users, clicking a link is much easier than installing an
         | app.
        
       | sedev wrote:
       | One of the better things Apple does with their position as a
       | middleman is give customers more control over their relationship
       | with app creators of all kinds. If the customer is unhappy about
       | their experience, iOS gives them what amounts to a one-click "get
       | off my phone and get out of my wallet" button. Compare this to
       | the notorious New York Times cancellation rigamarole where
       | cancelling a subscription required a phone call to a person whose
       | job was to talk you out of cancelling. This level of autonomy is
       | clearly valuable to customers: behold the widespread
       | dissatisfaction about subscriptions vs. one-time purchases.
       | People don't like the experience of being strongarmed into a
       | business relationship any more than they like it with
       | interpersonal relationships, and rightly so. However, because
       | Apple exerted the degree of control that it did over what shape a
       | customer relationship mediated by their app store could look
       | like, it hasn't been clear exactly _how_ valuable that control is
       | to consumers.
       | 
       | Once app creators have options for customer relationships other
       | than Apple's app store, I expect that we'll find out exactly how
       | valuable that autonomy is to customers, and I'm personally
       | fascinated about what the answer might be.
        
       | mattnewton wrote:
       | I would pay more per app to a third party App Store that promised
       | platform independence- that is, I can take my App Library with me
       | to android from iOS or from iOS to android, where supported, like
       | I do with steam windows/Mac/Linux.
        
         | boplicity wrote:
         | Exactly. I own a lot of game licenses via Steam and Epic. I
         | expect to be able to use those licenses no matter the device
         | I'm using. This alone is why app stores should be de-coupled
         | from hardware vendors.
        
       | nikodunk wrote:
       | Another, less rosy take: https://world.hey.com/dhh/apple-s-new-
       | settlement-is-a-corrup...
        
         | senojsitruc wrote:
         | > But it gets worse, because the trophy of this settlement, as
         | presented in the press, is supposedly that developers can now
         | tell their customers where to buy services outside the app.
         | Except no, that's not actually what's happening! Apple is
         | simply "clarifying" that companies can send an email to their
         | customers, if they've gotten permission to do so, on an opt-in
         | basis. That email may include information about how to buy
         | outside the app.
         | 
         | This is exactly the problem. Without the ability to _at least_
         | link to (if not fully integrate) a payment system, this
         | settlement is a total sham.
         | 
         | Hopefully South Korea will make the first real crack in this
         | dam.
        
       | lifeisstillgood wrote:
       | Was listening to Ben Evan's podcast earlier today and he had a
       | stat from the Apple / Epic trial that shook me a bit - in a given
       | month in 2016 something like 0.05% of Apple users were spending
       | in excess of 450 USD on in-app purchases. And that was 54% of App
       | store revenue.
       | 
       | This is basically addicts gambling. Its the sort of numbers you
       | see at Casinos and online casinos, and ... i dunno. It saddens
       | me. Yes the vast vast majority of players have a "bit of fun",
       | most never pay for anything, but all the profit comes from the
       | addicts.
       | 
       | Even in IOS App Store. Which really did look like it was trying
       | to avoid that.
        
         | sholladay wrote:
         | I spent a bit more than $100 on in-app purchases this week,
         | simply because the apps I wanted to use were pretty limited out
         | of the box. They are "free" unless you want the full
         | experience. I don't like that it is SaaS'd and gamified. Heck,
         | I almost uninstalled Tetris when I found out they wanted a
         | subscription to permanently remove ads, which I'll never do for
         | such a simple game. But my point is that it's normal these days
         | to spend $15-$30 per app, which isn't necessarily unreasonable,
         | it's just done after download. The industry has essentially
         | shifted to an unlimited free trial model. Though, the devil is
         | in the details and it's more devious than that.
        
         | patorjk wrote:
         | A couple of years ago, when I was playing Pokemon Go daily, I
         | showed up to a raid with my son. I started chatting with some
         | of the other people there and one guy mentioned that his
         | monthly budget for the game was $100. Another guy chimed in to
         | concur. It was kind of eye opening. I had been wondering how
         | the game could be free, and it was at that moment that I
         | realized that the game was mostly paid for by hard core players
         | who were spending to level up faster and get rarer Pokemon
         | (through buying incubators for eggs and such).
         | 
         | Pokemon Go doesn't really have a gambling aspect to it though,
         | so I can't fault it in that area, nor am I really sure their
         | model is a problem - since the people spending the money are
         | choosing to do so for their own entertainment. It does feel a
         | bit odd though, and ultimately it did hurt the experience of
         | the game (since you do better if you pay more).
        
           | thehappypm wrote:
           | $100/month is a very reasonable amount of money to spend on a
           | hobby!
        
             | shadilay wrote:
             | Depends on income.
        
           | johnnyanmac wrote:
           | Pokemon go is a top 10 grossing mobile game
           | 
           | https://en.wikipedia.org/wiki/List_of_highest-
           | grossing_mobil...
           | 
           | I don't know WHAT people are spending on since the core loop
           | of the game isn't monetized, nor is there any stamina system
           | that locks people out of the core loop like many other
           | japanese mobile games. But they have a lotta people spending
           | a lot of something.
           | 
           | Honestly a bit surprised that I haven't heard of some non-
           | Niantic titles trying to compete. I know part of it is purely
           | on the pokemon brand, but there clearly must be some slice of
           | the market to cater to outside of that.
        
             | dec0dedab0de wrote:
             | Incubators to hatch eggs, Passes to do more than 2 raids a
             | day, extra storage for pokemon and items, different clothes
             | for your character. All of those can be purchased with in-
             | game money, but they also have special cash only events.
             | 
             | I paid $100 4 years ago, that I still haven't used up.
             | Though I can see how someone could go overboard with it.
        
           | matwood wrote:
           | $100/month for entertainment is actually pretty reasonable.
           | Going to the movies every Friday night probably costs more.
           | 
           | I spend ~$200/month on just fitness related subscriptions,
           | but would balk at spending any money on Pokemon. Different
           | people, different hobbies.
        
           | ddlutz wrote:
           | I argue it has a hidden gambling aspect with raids. Most of
           | the desirable pokemon comes from raids, and of course you
           | want desirable stats. There are about 3 levels of gambling
           | here that get people hooked in:
           | 
           | 1. Catching the pokemon at all. There is only a probability
           | with each throw that the ball catches the pokemon 2. Getting
           | good stats. It's easy to get mediocre stats from the raid
           | pokemon, which are randomly generated and not known unitl
           | catch time. 3. Getting a shiny. It's something like a 5%
           | chance from a raid that the pokemon will be shiny. And of
           | course you don't know until after you spend your raid pass.
           | 
           | Niantic gives you only 1 free raid pass a day, so in order to
           | get more chances at shinies and good stat pokemon you need to
           | spend money.
        
             | patorjk wrote:
             | These are really good points, I'd forgotten about the
             | shinnies and the stats. I was always less concerned with
             | stats because I would usually get one that was good enough.
             | However, I knew people that had to get the latest shiny
             | when it came out. Some of the shinnies would only appear in
             | eggs too, so you would need to hatch a lot to have a good
             | chance of getting one. Thinking about it more, the game
             | definitely does seem to have some hidden gambling aspects
             | in it.
        
         | dec0dedab0de wrote:
         | Addiction is a real problem, but I don't think the absolute
         | dollar amount is a good way to tell. There are some people that
         | don't even notice $450 a month. While there are also quite a
         | few people that spending $20 a month would be detrimental to
         | their life.
        
           | Viliam1234 wrote:
           | I was also thinking: what if those people are perhaps kids of
           | super rich parents, for whom spending $450 on mobile games is
           | nothing compared with their other expenses?
           | 
           | How do we distinguish addicts who cannot resist spending
           | money they can't afford to spend, from genuinely super rich
           | people for whom any number smaller than thousand is
           | effectively zero?
        
         | duped wrote:
         | It reminds me more of alcohol purchases where the top 10% of
         | drinkers (aka alcoholics) account for more than half of all
         | alcohol sales in the United States.
        
         | bentlegen wrote:
         | My father died recently in his early 80s, and I took possession
         | of his iPhone and audited its contents. He had several active
         | subscriptions to official-sounding apps like "Find my iPhone
         | Pro+", some of which charged $200+ a year. I think this is
         | where some of those numbers come from.
         | 
         | There is a whole industry of knockoff apps designed to deceive
         | the tech-illiterate, and Apple seems like they don't give a
         | shit - even when these apps seem to be violating Apple's
         | trademarks - perhaps because at the end of the day they take
         | home 30% of that.
         | 
         | Aside, as long as these apps continue to operate on the app
         | store and grift seniors, I will never buy Apple's "this walled
         | garden is to protect users" argument.
        
           | finfinfin wrote:
           | It's especially infuriating because it seems like that's an
           | easy problem to solve. It's unreasonable to allow
           | subscriptions above $50 a year. And if developers do insist
           | on a higher price, then Apple could audit them.
        
             | mdoms wrote:
             | My Netflix subscription is upwards of $200/year and that's
             | one of the cheaper ones. MotoGP Videopass is something
             | north of $300, Microsoft Gamepass is somewhere in the
             | triple figures.
             | 
             | I don't own an iPhone so none of mine go through Apple but
             | my point is there are any number of legitimate
             | subscriptions well above your arbitrary figure.
        
               | finfinfin wrote:
               | Valid point. I think higher price subscriptions could be
               | manually reviewed by Apple to prevent abuse.
        
               | douglaswlance wrote:
               | All subscriptions are reviewed by Apple.
        
               | tartoran wrote:
               | Then somerhing's broken in their review process.
               | Nefarious pp clones continue to scam people with
               | subscriptions and crazy fees
        
               | Alupis wrote:
               | Seriously, from a company that famously wouldn't allow
               | flashlight apps because they provided the "official" one,
               | this is just silly.
        
               | tartoran wrote:
               | Yes. Not a hard to solve problem. Thing is apple profits
               | more from higher subscription and even abuse so their
               | incentive to fix is not there or they drag their feet to
               | gobble up as much as possible. Apple used to be safe, now
               | it's rampant with scams and fake apps. I removed my
               | credit card from my apple account so I no longer have any
               | surprises.
        
         | SCdF wrote:
         | These stats are similar to but much more extreme than alcohol,
         | where the vast majority (~90%) of sales go to a tiny minority
         | (~10%) of "consumers", aka alcoholics.
         | 
         | I wonder how many industries have the facade of normality but
         | are propped up by this kind of ugly secret.
        
         | kevingadd wrote:
         | I don't think the App Store looked like it was trying to
         | prevent this. It favored low-priced titles from a very early
         | point which led to the race to the bottom where eventually
         | everything was 0.99, and then eventually everything was "Free"
         | and loaded with microtransactions. They only later on added an
         | indicator so you could tell it was "Free*" and not Free.
         | 
         | And why would they prevent it? When a gambler spends $450,
         | Apple gets $135.
        
         | somehnacct3757 wrote:
         | As someone who used to build f2p games, it's not addicts
         | gambling. It's very rich people who don't even think about the
         | sums of money a f2p game is designed around. At $BigF2PCo we
         | even set up a wire payment system for these players and direct
         | chat with customer support and the development team. They
         | expect a white glove level of service.
         | 
         | Game addicts can exist at any monetization level. Governments
         | have been passing laws to further regulate f2p and protect
         | those players. Total money spent is not a reliable way to
         | identify them.
        
           | jungturk wrote:
           | While not to that extent - I play Hearthstone (poorly) via
           | the app store but have enough disposable income to buy packs
           | to get the good cards when they're released so that I can
           | play the game and enjoy it.
           | 
           | Now this only adds up to dozens of dollars per release, but I
           | suppose that puts me above $150/year, which feels to me like
           | a reasonable level of support for the company to continue to
           | offer a product I want.
        
         | ec109685 wrote:
         | It's those addicts that would be willing to use an alternative
         | payment mechanism if that was made easy and there was some
         | benefit to them. That might be why Apple is so strident here
         | given that 54% of App Store revenue could easily vanish.
         | 
         | Also, the number was .5%: https://www.ben-
         | evans.com/benedictevans/2021/7/8/app-store
         | 
         | I'm also not sure if "addict" is the right term. If someone
         | likes to go to a high end restaurant once a week, they'd likely
         | be spending far more than $450 a quarter on food. Do we call
         | them addicts even though they probably only represent .5% of
         | the population as well? We only live once, so who are we to
         | question how people spend their money?
        
           | treeman79 wrote:
           | If people make there own money. Then fine whatever. If the
           | set of gamblers has a large crossover with the set of people
           | on welfare. Then people paying taxes have a right to be
           | grouchy.
           | 
           | Like watching a who Person is always out of money and gets a
           | lot of hand outs; blow all the money on scratchers.
           | 
           | I have a family member whom I only buy food for because every
           | dollar I give them goes straight to scratchers. She once won
           | big. 150 out of the 100 dollars I gave her. she then proceed
           | to buy our kids expensive crap.
           | 
           | Umm that was so you had food for week.
        
             | grogenaut wrote:
             | .5% is half of the 1% who can easily afford an expenditure
             | like this for fun. Or if you don't go to bars 2 days a week
             | the same for top 10% earners.
             | 
             | I think your fitting your own narritive to these numbers
             | with no data.
        
           | diebeforei485 wrote:
           | High end restaurants don't use casino-style tricks (random
           | rewards or non-rewards) to get you hooked.
        
             | HeyLaughingBoy wrote:
             | No, but low-end ones do. cf Domino's Surprise Frees
             | (https://surprisefrees.dominos.com/) program.
        
               | suprfsat wrote:
               | Furthermore, sweepstakes are regulated and always require
               | "no purchase necessary". Mobile games are the wild west.
               | 
               | You can enter simply by mailing a self-addressed stamped
               | envelope to Kalamazoo and waiting two weeks, it's just as
               | easy as ordering a pizza online.
        
               | _fat_santa wrote:
               | Personally I don't see that as getting people hooked,
               | more so incentivizing online ordering.
               | 
               | My theory is Dominos has figured out that online orders
               | are much more efficient to take than phone orders. As
               | such they are doing everything they can to nudge people
               | to order online. So no I don't think it's to get people
               | hooked on Domino's pizza because of a roulette you can
               | play when you order, I think it's a "nudge" to get you to
               | order online.
               | 
               | Regular Joe wants to order a pizza and goes to call
               | Dominos, when he looks up the number he sees the
               | promotion but only if he orders online. Even though
               | Regular Joe usually orders over the phone, he orders
               | online this time, even winning some breadsticks for his
               | trouble. Regular Joe now orders online whenever he gets
               | Dominos.
        
               | judge2020 wrote:
               | > Personally I don't see that as getting people hooked,
               | more so incentivizing online ordering.
               | 
               | Not much different than the Phone then. I can assure you
               | there are at least a few dozen people who buy Domino's
               | once a day thanks to this promotion.
        
               | Dylan16807 wrote:
               | At that point they're winning regularly and it acts more
               | like a 50 cent discount on each order, with no way to win
               | big either. If you want to get hooked on that you can
               | just pick your own random day of the week. So whatever,
               | not predatory in the way that going for whales usually
               | is.
        
               | secabeen wrote:
               | Online orders save staff time, and are much less error-
               | prone.
        
               | shadilay wrote:
               | Food is different. At the end of the day you can only eat
               | so much, even if you're paid to eat. There's a physical
               | consumption cap. This is why 'sharing a meal' has
               | historical significance. Food is inherently anti-greed.
        
             | gowld wrote:
             | High end restaurants use social status tricks. What's the
             | difference?
        
             | gwern wrote:
             | High end restaurants absolutely do those! They track
             | customers looking for whales, and track various random
             | gifts and upgrades. "Monsieur? The maitre d' says he put
             | the corner table aside for you. Please enjoy a small bisque
             | while you wait, our compliments. And I believe it is your
             | wife's birthday, perhaps the pianist can play her favorite
             | song?"
        
               | mortenjorck wrote:
               | Yes to whale-seeking, but this is otherwise not a valid
               | comparison. Fine-dining patrons are not basing their
               | visits around the hope that "this time they'll get the
               | free appetizers."
               | 
               | Put another way, I'm reasonably sure that gambling
               | addiction support groups outnumber fine dining addiction
               | support groups by a few orders of magnitude.
        
             | void_mint wrote:
             | Are all businesses to be compared to high end restaurants?
        
               | gravypod wrote:
               | I may be ignorant but I don't know many businesses who
               | operate mainly on dopamine hooks other than tech and
               | gambling.
        
               | [deleted]
        
               | prepend wrote:
               | Most restaurants are garbage, convenience places relying
               | on massive ads and such to succeed. Pretty much all fast
               | food falls into this category. Sugar and cheap oils
               | making up tons of calories to get people coming back.
        
               | void_mint wrote:
               | Is it coincidence that high end restaurants usually
               | involve lots of alcohol?
        
               | gyc wrote:
               | If anything given the cost of high quality ingredients,
               | high end restaurants might even be losing money on food
               | alone, and may depend on alcohol sales to make up the
               | difference.
        
               | DrBenCarson wrote:
               | Um...
               | 
               | * pharmaceuticals
               | 
               | * alcohol
               | 
               | * soft drinks
               | 
               | * tobacco
               | 
               | * fashion
               | 
               | * media (film, tv, publishers like Buzzfeed, People,
               | etc.)
               | 
               | * half the useless shit I buy on Amazon
        
               | ethbr0 wrote:
               | High performance automobiles
        
             | johnnyanmac wrote:
             | Games as an entire concept use these tricks. mobile games
             | aren't fundamentally different. The difference is that
             | there was always a spending ceiling until mobile came
             | along. Even if that spending celing was still something
             | absurd in a few cases, like $2000 of train simulator DLC.
             | 
             | Regardless, people spending this much money are likely old
             | enough to choose to gamble (or stealing their money, which
             | is a different issue altogether). So I'm as concerned for
             | them as any other gambler/alcoholic. Wish them the best but
             | I don't care to bring the government in and regulate
             | everyone's behaviors (My country historically tried and
             | failed with alcohol. And is slowly losing similar efforts
             | with drugs).
        
               | wyre wrote:
               | Most (US) cities already have regulations against
               | gambling and I don't see people having underground
               | casinos where they are losing their life savings. AFAIK
               | there is even regulation against e-gambling like online
               | poker.
               | 
               | Microtransactions give the brain the same chemicals but
               | without the possibility of a cash payout and are
               | engineered to take as much money from the user using
               | techniques casinos don't have access to because they
               | exist in a physical space and not digitally inside a
               | mobile phone without having to offer cash payouts for
               | winners.
        
               | thegrimmest wrote:
               | > _regulation against e-gambling like online poker._
               | 
               | nit - playing poker against other people isn't gambling,
               | it's a game of skill. Much like chess, if you're better,
               | you win and can earn a living. No one earns a living
               | playing roulette.
        
               | johnnyanmac wrote:
               | >and I don't see people having underground casinos where
               | they are losing their life savings.
               | 
               | well, it wouldn't be very undergrounds if you saw it, no?
               | I have little doubt that they exist, even if I cannot
               | prove it. Underground betting rings is almost a cliche in
               | modern media.
               | 
               | >Microtransactions give the brain the same chemicals but
               | without the possibility of a cash payout
               | 
               | no, games do that (outside of like, Steam Marketplace
               | where you can apparently sell digital items yourself. So
               | the money traded IS the rush). MTX are a monetization
               | taking advantadge of that dopamine rush. And nowhere
               | close to the first one.
        
               | DaiPlusPlus wrote:
               | > Wish them the best but I don't care to bring the
               | government in and regulate everyone's behaviors
               | 
               | "We live in a society"
               | 
               | And people's behaviour is a function of their
               | environment: blaming "personal responsibility" and
               | leaving it-at-that is a position taken out of either
               | ignorance of how society and complex-systems operate, or
               | out of callous disregard and suggests you lack empathy.
        
               | johnnyanmac wrote:
               | >blaming "personal responsibility" and leaving it-at-that
               | is a position taken out of either ignorance of how
               | society and complex-systems operate, or out of callous
               | disregard and suggests you lack empathy.
               | 
               | It is indeed lack of empathy. 2 years ago I didn't even
               | HAVE $450. Let alone $450 to spend on any gaming
               | whatsoever, regardless of ethical pricing. These are
               | premium entertainment, not some base good nor even a (IMO
               | unethical) attempt to promise riches like a lottery/high
               | APR credit card/high interest loan/gambling. There is no
               | premise that you'll be making your money back unless
               | you're trying to flip a free mobile game account (which
               | is against pretty much every services' TOS, if you want
               | to get legal about it).
               | 
               | So again, best of luck improving themselves. Addiction is
               | rough and it's not easy at all getting out of it. But
               | people spend hundreds recklessly on so many items, legal
               | and not. Or on items that are long term detrimental to
               | our health (e.g. fast food, cigarettes, alcohol).
               | 
               | I don't think they should all be left to the governemt to
               | decide. Because historically that hasn't stopped the
               | actual addicts (given that I know/knew several friends on
               | already illegal drugs). At some point you need
               | intervention of self and close loved ones. Making all
               | mobile game MTX illegal won't solve these people's
               | problems
        
               | thegrimmest wrote:
               | There is a third option: believing that I have no moral
               | standing to intervene in other people's decision-making
               | process, no matter how much I think they might benefit
               | from it.
               | 
               | We all live in a society, but that doesn't mean we all
               | have to agree about everything, or even that we're all on
               | the same team. To me it just means we're willing to co-
               | exist peacefully, and resolve disputes via due process.
               | From there I really don't think I have the right to tell
               | others how to spend their money, or whether or to whom to
               | sell their kidneys.
        
               | watwut wrote:
               | > The difference is that there was always a spending
               | ceiling until mobile came along.
               | 
               | Gamers spent huge amount of money on Steam and were even
               | proud of it. There was whole.vulture of "Inpaid more for
               | games I am better then you" as dumb as it sound.
               | 
               | And there are the people who hate mobile games the most.
        
               | johnnyanmac wrote:
               | True, I have run into internet commenters like that.
               | 
               | It's an interesting quandary. one person paying thousands
               | for games for "clout" despite never playing 90+% of them
               | (almost exclusively digital, so of no resale value
               | compared to collecting physical copies), vs. one person
               | paying thousands for a few single games they likely play
               | way too much.
        
           | lifeisstillgood wrote:
           | Thanks for the number check - too late to edit now. (Ben
           | arrived at a number of a milion people so I think it was all
           | a little fuzzy)
           | 
           | Addict is a difficult term. As patio11 points out elsewhere
           | most definitions of addiction include desire but inability to
           | give up, plus some degree of harm. Helping addicts is a
           | individual task, but I think social policy has a role to play
           | in harm reduction.
           | 
           | I like Richard Thaler's idea of Libertarian Paternalism. Yes
           | we support each persons individual right to fuck up their
           | lives. But we should set the _defaults_ in life to be ... in
           | the best interests of the patient as it were.
           | 
           | So, each month we take taxes out of our pay packet, oh and
           | yes, by default you pay 8% into a pension. New job? You are
           | automatically enrolled in a union. Want to get out. Fine,
           | fill in the form. (P.S. that one changed the course of
           | British Politics for a century)
           | 
           | We can question how people are persuaded by others to spend
           | their money. We can question the polluters who muck up the
           | rivers, so we can also question the polluters who pollute our
           | minds.
           | 
           | I am sure is an unpopular position, but, at the bottom level,
           | I find it annoying that supermarkets put kids toys and
           | chocolates right next to the checkout.
           | 
           | (Perhaps better advice is - you are human - you _will_ get
           | addicted to something. booze that something carefully)
        
           | jay_kyburz wrote:
           | >I'm also not sure if "addict" is the right term.
           | 
           | The difference between these games and a high end restaurant
           | is that, at the restaurant you get what you order.
           | 
           | In the games, you roll a die and have small change to receive
           | a big payout.
           | 
           | I would have no problems with the games if you could just
           | choose the high end loot and pay for it.
        
             | Thorentis wrote:
             | > In the games, you roll a die and have small change to
             | receive a big payout.
             | 
             | This is untrue of most games with IAP. You are usually
             | buying in-game items to speed up your progression through
             | the game, or to give you some advantage.
             | 
             | In practice, I imagine the brain mechanics are much the
             | same as a slot machine though. I once saw a senior couple
             | sitting at McDonald's next to each other, both on an iPad,
             | slowly tapping away at the screen of what looked like a
             | Clash of Clans/other town builder game. The dead look on
             | their faces as they tapped away reminded me of addicts at
             | slot machines. While the gambling aspect isn't the same,
             | the dopamine hits I'd say are largely identical.
        
               | jay_kyburz wrote:
               | Have a look at the Top Grossing free iOS games. They all
               | rely on random drops from loot boxes (perhaps in addition
               | to timers)
        
         | rahimnathwani wrote:
         | In a given _quarter_ , 0.5% had spent 450 USD or more (i.e. an
         | average of 150+ per month).
         | 
         | (Note - this is isn't necessarily the same 0.5% each quarter,
         | so it doesn't mean that 0.5% of app store users are spending at
         | least 1800 per year.)
        
         | easygenes wrote:
         | With the design of the search and the choice of titles that
         | they push on the App Store editorially, I don't think it looks
         | like they're trying to avoid gambling-type behavior at all.
         | 
         | If they were responsible about it they would allow you to set
         | preferences to filter out titles which have IAP. Also it would
         | be granular; you could configure so you can see or not:
         | 1) Titles which have one-time IAP for permanent feature
         | unlocks.       2) Titles which have set-price recurring
         | subscription IAP.       3) These are the evil ones, and should
         | even have some sort of account lock-out that's harder to
         | override available: Titles which have some sort of endless in-
         | app currency.
         | 
         | For those last ones, it would also be responsible of them to
         | have it so you can setup with an account-level monthly budget
         | which has, say, a 24-hour minimum cooldown to override.
         | 
         | Otherwise, yes, they are basically encouraging addiction just
         | like casinos and probably ought to be regulated as such since
         | they're not self-policing at all.
        
           | easygenes wrote:
           | Also, I think there's something to be said for scale and
           | context when it comes to regulation of this sort of
           | marketing. Another poster here put it quite succinctly
           | saying, I'm paraphrasing, "You don't expect them selling guns
           | at the candy store."
           | 
           | So the App Store is something which a large subset of the
           | global population has shoved in it's face, just for having a
           | phone; which society expects of them. It's not people seeking
           | out a "gambling-type" experience.
           | 
           | There's a greater onus of care to be a responsible player. I
           | guess then they'd sell less of the self-help and counseling
           | apps on the store too though.
        
           | easygenes wrote:
           | Another thing which would be a responsible play by Apple: For
           | those unlimited-in-app-currency purchases, have a no-
           | questions-asked automatic refund process which is available
           | for 30 days after purchase and causes the app to be either
           | permanently removed from your library or made unavailable for
           | reinstall for a minimum of 90 days (and perhaps all other
           | apps with unlimited in-app currency).
           | 
           | This would show Apple's commitment to avoiding encouraging
           | regrettable addictive behavior on their platform.
        
         | void_mint wrote:
         | > Even in IOS App Store.
         | 
         | Chuckled. "Even in". The app store is derived around squeezing
         | whales. Apple is the best at facilitating gambling addicts
         | dumping cash into IAP in the world. "Even in" I guess speaks to
         | their public image.
        
         | ohples wrote:
         | Its worse then gambling. When you gamble at a Casino, atleast
         | there a chance you can win money (albit rare). With the mobile
         | gaming pay to play inapp purchases, you never win that money
         | back.
        
           | Macha wrote:
           | And even if you do win the "prize", if the casino shuts down,
           | say goodbye to your hard won PNGs.
        
         | mattknox wrote:
         | I felt that way too, but I have mostly changed my mind. My
         | wife, who has a FT job, a purse company, and 2 kids, plays a
         | SHOCKING amount of Maple Story. She never pays money, but at a
         | reasonable-for-her time value of money, I'm sure she'd be well
         | into 10s of $K/year of cost. Is that malfeasance on the
         | developer's part? I dunno. I'd generally prefer she play less,
         | but she is an extremely functional adult, and she gets to make
         | her own choices.
         | 
         | Thought experiment: if she spent 10X less time but $2K/year on
         | the game, would that be more or less troubling? If she took
         | that trade, she'd be an addict by your lights, but she'd be
         | spending 10-30 min rather than 3-5h/day, and I'd be THRILLED.
         | It's interesting to me that we are generally totally fine with
         | something that sucks up (or alternatively, makes enjoyable) all
         | or more-than-all of someone's free time, but we get upset when
         | it takes even trivial amounts of their money.
        
           | gowld wrote:
           | > if she spent 10X less time but $2K/year on the game,
           | 
           | Does that matter? Is it a meaningful option?
           | 
           | If she made that trade, she'd have free time, and there are a
           | milion more addicting options (plenty of which are free!), so
           | the steady state would likely be the same time spent on
           | similar whatever, plus the $2K/year. Or, if she finds a
           | better hobby (yay), no need to pay $2K/yr!
        
             | johnnyanmac wrote:
             | >Does that matter? Is it a meaningful option?
             | 
             | depends on how you value time. Which seems to change based
             | on age. At 14 it wouldn't matter, I'm happy spending hours
             | grinding. Now at 27, it's much more ambivalent.
             | 
             | >she'd have free time, and there are a milion more
             | addicting options (plenty of which are free!), so the
             | steady state would likely be the same time spent on similar
             | whateve
             | 
             | maybe, maybe not. I've had friends who quit big mmo's just
             | play other MMO's. Some just moved to a new MMO, some moved
             | to new hobbies. Sometimes even more expensive (oh boy, I'm
             | SO glad I'm not a car junkie. Geez, the money and time
             | spent on parts... not to mention the danger. ), some
             | "productive" and even profitable (e.g. I helped give some
             | tips to a friend learning to program and said he quit Lol,
             | which I remember him playing pretty heavily even before
             | college).
             | 
             | Too broad to assume.
        
           | Quinner wrote:
           | That's actually part of the problem I have with this model.
           | These companies are charging you to reduce the amount of time
           | you have to play the game to achieve the goals set in the
           | game. They could make a game where you get the same
           | satisfaction in 30 minutes as you do in 3 hours now, but then
           | they wouldn't be able to charge you for the shortcuts.
           | 
           | I have my own gaming addiction (with games that have complex
           | systems), but I find the mobile gaming model perverse and
           | manipulative.
        
             | johnnyanmac wrote:
             | Ultimately, entertainment is just "A time waster". Games
             | from their core commercial history involve ways to get more
             | money or time (often both) from a player. including:
             | 
             | 1. Arcade machines meant to be overly difficult to extend
             | playtime and each quarters
             | 
             | 2. early console game made to be extremely difficult with
             | punishing systems (limited lives, lack of save states, etc)
             | that artificially extend the playtime of what's not ~3-5
             | hours on an emulator with these features
             | 
             | 3. early online computer games inflating engagement with
             | horrendously low drop rates, and requiring groups to be
             | formed to very slightly accelerate the rate at which
             | content can be cleared so they can keep a monthly
             | subscription up. Bonus points for the group forming an in-
             | pressure to stay engaged, possibly after you've tired of
             | the grind.
             | 
             | 4. splitting of the game into 2 or more "versions", which
             | have minimal differences but require both versions to truly
             | gain completion or some specific rare item. Again, bonus
             | for forcing social interaction amongst peers to give
             | pressure to buy the game (or a different version so you can
             | interact).
             | 
             | 5. in the realm of 4), sometimes rereleasing a "director's
             | cut" a year later at full price with cut content (that you
             | can argue was cut purposefully) in order to get more money
             | out of 90% the same content
             | 
             | 6. DLC that includes anywhere from cosmetics that used to
             | be available in game to the direct "time saver" item packs
             | that is now often contributed to mobile games.
             | 
             | We're just at the newest iteration. And much of the west is
             | already moving from #7 being taled about today (stamina
             | systems and random chance at drops) towards 8) Battle pass
             | structures to encourage playtime and give extra rewards on
             | a pseudo-subscption system. An interesting combination of
             | 3) and 6).
        
               | [deleted]
        
               | unilynx wrote:
               | Do you have examples of #4?
        
               | johnnyanmac wrote:
               | Pokemon is the biggest example and it's been ingrained in
               | fans for 25 years to
               | 
               | 1. choose 1 or buy 2 versions of a game that is 90% the
               | same (example, Gold or Silver, whose differences are in
               | some dozen pokemon exclusive to one version) 2. a year or
               | two out, receive a 3rd version with extra content charged
               | at full price (Crystal). Often acting as the "definitive
               | version" for that generation.
               | 
               | It's not the most common model, but a few other
               | franchises outside of pokemon have definitely applied
               | their own take on it (often Nintendo related ones).
        
           | ethbr0 wrote:
           | I played the 1 and 5(?) generations of MMOs (if we call it
           | text MUD, UO, EQ, WoW, post-WoW subscription, freemium).
           | 
           | It was already night and day seeing where game design re:
           | funding was going.
           | 
           | I decided I'd never play another MMO without a good answer to
           | one question: "Am I enjoying every minute of this?"
           | 
           | Not "Am I enjoying the rewards?" or "Am I enjoying the thing
           | that happens after 4 hours of doing something?" Every minute.
           | 
           | Because a game should be fun. Always. Otherwise, it's a waste
           | of my time.
        
             | jay_kyburz wrote:
             | I've been getting into SplitGate the last few weeks, I've
             | been using my one hour a night of free time on it. Every
             | minute has been a blast, but it has put a real dent in my
             | progress on my side projects . :)
        
               | ethbr0 wrote:
               | IMHO, non -inventory / -peristent shooters have a pretty
               | high efficiency by this metric. You drop in, enjoy
               | yourself, then drop out.
               | 
               | (said as a UT / TFC / Tribes fan)
        
           | novok wrote:
           | Does your wife sleep?
        
         | ocdtrekkie wrote:
         | So pay-to-win gets a _lot_ of bad rap, and it 's not entirely
         | unearned... but I've really come to appreciate the value of
         | microtransactions if you're a busy working individual.
         | 
         | In the traditional multiplayer space, the players with the best
         | stuff and most progression are lifers. Those _real_ addicts:
         | The people who are online all day every day, whenever you sign
         | in. A lot of them are kids, and I used to be one back in the
         | day. But as a full-time employee with a wife and a kid, I can
         | 't ever compete with that.
         | 
         | Pay-to-win games give people who work good jobs a way to
         | compete: If I know that an item it'll take me three weeks to
         | grind out will cost me $20 to buy outright... I make more money
         | working in real life, so why not buy it in-game instead of
         | wasting my time grinding.
        
           | Macha wrote:
           | How traditionally are we talking? Traditionally, many genres
           | of games haven't had progression for someone to have the most
           | of. That guy who played a billion hours of Quake, or Halo 3,
           | or Starcraft 2 doesn't have anything you don't have. Hell
           | even the likes of League of Legends, it doesn't take that
           | much IP to buy any one champion the free way, and you can't
           | buy power for that champion. I guess you could say you're
           | paying to win by buying the strongest champion in that patch
           | with cash each time, but honestly if you really have that
           | little play time you're probably hurting your performance
           | more than helping it by champion hopping that much.
        
             | ocdtrekkie wrote:
             | I probably speak mostly in the scope of MMOs: Games that
             | are fairly grindy by default, and always have been, and
             | have social/competitive aspects. Generally they've always
             | had items and tiers that take weeks or months to grind out,
             | and the idea of paying your way through that is often
             | looked pretty far down upon.
             | 
             | But if you're making more out of game than in-game, it's
             | just good time management.
        
           | orangecat wrote:
           | _Pay-to-win games give people who work good jobs a way to
           | compete: If I know that an item it 'll take me three weeks to
           | grind out will cost me $20 to buy outright... I make more
           | money working in real life, so why not buy it in-game instead
           | of wasting my time grinding._
           | 
           | That's exactly why I hate most IAPs: developers intentionally
           | make parts of the game annoying so you'll be tempted to pay
           | to skip them.
        
             | johnnyanmac wrote:
             | TBF. all online games are annoying regardless in terms of
             | respect to time. At least you have a choice here between
             | saving money or time, instead of neither with an MMO.
             | 
             | Guess that's just the literal cost of wanting a game that
             | constantly updates. People can argue that single player
             | games are the best bang for their buck, but it really
             | depends on if you're the kind of people who will play a
             | snigle game dozens of times or if you're one who want to
             | mostly experience the main content once.
        
           | gowld wrote:
           | Why not play games that don't suck?
           | 
           | You pay $20 to win? For $15 I'll call you a winner. Visit my
           | OnlyFans.
        
           | socialist_coder wrote:
           | It's the red queen effect though, as soon as you make the
           | IAP, you quickly advance, but then you will soon hit the next
           | plateau. So you're stuck again unless you keep making IAPs.
           | If a game is pay-to-win, you have to keep paying and paying
           | and paying. It's not like you can pay once and then you're
           | good.
        
           | eropple wrote:
           | I mean--it used to be that you bought the game and you got
           | the stuff and you had to ladder up _within the context of a
           | single game_ in order to get to the good stuff. Why should
           | grinding be rewarding at all, except to put players on an
           | _external_ addiction loop rather than one based on the
           | moment-to-moment fun of the game?
           | 
           | Counter-Strike was never my game, but during the course of a
           | match you could ladder your way up to an AK (absolutely
           | reasonable for most gameplay) within the first couple rounds
           | and it was pretty difficult _not_ to be able to get an AWP at
           | least for a while if you wanted to. I played FireArms Half-
           | Life and The Opera instead, where you built your loadout and
           | everybody had access to everything, save for in FAHL specific
           | skills that laddered up throughout a match themselves.
        
           | idle_zealot wrote:
           | > If I know that an item it'll take me three weeks to grind
           | out will cost me $20 to buy outright...
           | 
           | Why do you think that desirable item takes 3 weeks of
           | grinding to acquire? Pay2win is bad because it incentivizes
           | developers to make their game an annoying slog, then turn
           | around and sell the player a solution to the problem they
           | just created. They're not helping you by giving you the
           | option to pay to skip part of their game; they're the ones
           | responsible for the grind you're trying to avoid.
        
         | adamc wrote:
         | Came to say exactly that. It is abusive, particularly of
         | younger players.
        
         | dvt wrote:
         | > This is basically addicts gambling.
         | 
         | A bit tangential, but there is some serious cognitive
         | dissonance here on HN (and more broadly in the tech world in
         | general). When Apple/Google does this -- facilitates some kind
         | of arguably degenerate behavior -- it's "evil." But when
         | OnlyFans does it -- sex addicts, lonely guys, social weirdos
         | that need friends collectively spend _millions_ of dollars on
         | parasocial fake OnlyFans relationships -- this  "empowers sex
         | workers."
        
           | makeva wrote:
           | I think you are making a connection that I can't find. Care
           | to elaborate?
        
             | hengri wrote:
             | Could be that HN is more inclined to use OF than play
             | mobile games heh
        
           | watwut wrote:
           | > sex addicts, lonely guys, social weirdos
           | 
           | AFAIK, all kind of guys use and pay for porn. Not just social
           | weirdos.
        
           | jjulius wrote:
           | FWIW, I've seen many discussions about how OF's biggest
           | spenders are people like that in many OF-related threads on
           | HN.
        
           | paulddraper wrote:
           | I've seen equal criticism of both.
        
           | mattnewton wrote:
           | Lots of different people on HN, I don't know that the same
           | people have both those beliefs, it could just be the people
           | with the strongest beliefs express those on each topic
        
           | patmcc wrote:
           | It's both, of course - the app stores empower developers,
           | OnlyFans empowers sex workers, both take advantage of a small
           | subset of consumers. Just like there are whales playing
           | Genshin Impact, with a whole lot of people paying nothing/a
           | tiny amount, there are lots of people ogling Amouranth for
           | free on Twitch/youtube/whatever, with a tiny percentage
           | spending way too much on OnlyFans.
        
           | fragmede wrote:
           | It's almost as if one of those is a relatively small platform
           | whos creators are almost exclusively young women, and the
           | others are two of the largest, richest conglomerates in the
           | world, who's creators are software development houses,
           | (software development is a well-paying career) and that
           | there's some sort of difference between the two groups.
           | 
           | Hm.
        
             | EvilEy3 wrote:
             | Except two of the largest, richest conglomerates also
             | provide value outside of the said degenerate activities.
        
               | stouset wrote:
               | What exactly makes consumption of porn--or,
               | alternatively, compensating women for the production of
               | porn--a "degenerate activity"?
        
               | thegrimmest wrote:
               | Id's say "degenerate" is a catch-all for any activity
               | which produces a supernormal stimulus, far in excess of
               | what our Neolithic biology would be prepared for. Excess
               | food, drugs, sexual novelty, and gambling all fall into
               | this category.
        
           | johnnyanmac wrote:
           | TBF, I've heard opinions all over the spectrum for OF. Many
           | supportive, many not so much. Sex work is pretty much as
           | controversial as usual.
           | 
           | Also, the idea of OF isn't that one dude spends thouands to a
           | million dollar coporation, it's that thousands, maybe
           | millions, spend like $10 to see curated boobs, which mostly
           | goes to a single creator (at most. a dozen people managing
           | their social media).
           | 
           | I'm not a vehemently against mobile games as many parts of
           | the internet, but it is a different dynamic altogether.
        
           | rootsudo wrote:
           | Agree 100%
           | 
           | --
           | 
           | So, how do you control optics? Large marketing dept? Positive
           | PR? Buy positivity?
           | 
           | or has the world really changed?
        
           | SCdF wrote:
           | Supporting people using OF is about supporting a safe place
           | for sex workers, your tangent seems as you say, tangential.
           | 
           | Para-social relationships are potentially troubling, but have
           | nothing specifically to do with OF: they exist on YT, Twitch,
           | insta etc.
        
           | pixelatedindex wrote:
           | The difference is who this money goes to. In the gambling/iOS
           | whales scenario many people are paying one big mega Corp. At
           | least the social weirdos are paying the content creator
           | directly.
        
           | deelowe wrote:
           | OF isn't manipulating their customer base. It's pretty clear
           | what you're getting into when you go to their site.
        
             | spoonjim wrote:
             | Right but they depend on their degenerate "whales" just
             | like anyone. There's a big difference between going to the
             | strip club a couple times a year with your buddies and
             | being the guy who shows up at 11am on Tuesday with his
             | paycheck but the strip club is happy to take all of the
             | addict's money.
        
               | deelowe wrote:
               | I guess I need more data before fully forming an opinion
               | then. I don't care about whales who intentionally seek
               | out certain things to blow all their money. My concern is
               | folks getting tricked into those situations via
               | manipulative techniques.
        
               | spoonjim wrote:
               | What's a manipulative technique? Is getting a guy more
               | and more sexually aroused to separate him from his money
               | a manipulative technique?
        
               | deelowe wrote:
               | I don't know precisely, but maybe we can start with
               | building entire research teams who specialize in brain
               | chemistry to have them create complicated engagement
               | strategies which are inserted into "free" apps targeted
               | at kids.
        
               | watwut wrote:
               | I never seen degenerate to be used for mobile gaming
               | whales. Why so much hate toward customers of OF?
               | 
               | But like, going to strip bar with guy friends is no
               | better in anything.
        
               | misnome wrote:
               | I mean, this applies to literally anything people do for
               | leisure
        
           | tolmasky wrote:
           | Although it may seem counter-intuitive, the fact that the
           | behavior on OnlyFans is so transparently "degenerate" makes
           | it somewhat immune to that sort of criticism. Everyone knows
           | what people go there for. The problem with Apple is that it
           | holds up the AppStore as a pinnacle of morality (many of
           | their AppStore rules are specifically around creating the
           | perception of a moral store, such as no porn), and Apple the
           | company itself portrays itself as a moral company, but then
           | at the end of the day they are making the majority of the
           | AppStore's money on a vice like any other (often times on
           | children, as many of these games are geared towards that
           | audience). A candy store that secretly sells cigarettes will
           | always receive more criticism than a bar.
        
             | infogulch wrote:
             | Apple wants to have their cake and eat it too.
        
             | dvt wrote:
             | > A candy store that secretly sells cigarettes will always
             | receive more criticism than a bar
             | 
             | You make a great point that I didn't really think of! Apple
             | definitely tries to massage their optics. Could also be why
             | Apple's store is also more criticized than Google's, even
             | though there's a lot more garbage on the Play Store.
        
               | ethbr0 wrote:
               | The HN umbrage also seems to stem from the fact that
               | Apple _uses_ those optics to justify their monopoly over
               | the App Store.
               | 
               | We need absolute control over our platform -> so that we
               | can control the user experience -> so that we can make
               | the iPhone ecosystem a more private, secure, safe, high
               | quality place
               | 
               | If it turns out the reason they need absolute control is
               | so that Apple can milk whales in the same way Zynga
               | did... well, IMHO people are entitled to call hypocrite
               | angrily.
        
               | thegrimmest wrote:
               | I personally think the fact that Apple built their
               | platform _literally_ from the ground up is more than
               | sufficient justification for them to maintain as much
               | control over it as they please. Shouldn 't we all just
               | say "Hey, thanks Apple for advancing the state of the art
               | so tremendously far" and leave it there?
        
             | prepend wrote:
             | > Everyone knows what people go there for.
             | 
             | I don't think so. I've talked to people who use onlyfans
             | and most are truly delusional. In that they think the site
             | runner cares about them and responds just to them. It's
             | almost harder than physics sex work because few people
             | think the prostitute cares about them.
             | 
             | I had people swear that when someone wished them happy
             | birthday, they cared because "they didn't have to do that."
        
               | Cipater wrote:
               | You're saying that you know multiple people who think of
               | OF creators in this way?
               | 
               | Curious. Would you describe them as lonely people?
        
               | lifeisstillgood wrote:
               | >>> It's almost harder than physics sex work because
               | 
               | I know its a typo, but I now have this image of Carl
               | Sagan dressing like Julia Roberts in Pretty Woman, that I
               | cannot get out of my head :-)
        
           | spoonjim wrote:
           | I think you might be under the influence of a biased set of
           | observations. Most average Americans do not hold women who
           | show their boobs on the Internet in high regard, and use
           | words significantly more coarse than "sex workers" to
           | describe them.
           | 
           | But it's just a subset of course of the bigger problem of the
           | "Twitter take" often being light years away from the "average
           | take."
        
             | gowld wrote:
             | Most average Americans are hypocritical mysogynists who
             | enjoy porn but disrespect the creators.
        
               | spoonjim wrote:
               | Agree.
        
           | vineyardmike wrote:
           | > sex addicts, lonely guys, social weirdos that need friends
           | collectively spend millions of dollars on parasocial fake
           | OnlyFans relationships
           | 
           | Wow this an extremely hostile take on OF. What a vapid,
           | overly opinionated and negative view of sexuality. Do you
           | really think that P0rn is used for lonely social weirdos that
           | need friends? Is that a genuine take on the purpose?
        
             | aaaaaaaaaaab wrote:
             | Yes. Mostly yes.
        
             | dvt wrote:
             | > Wow this an extremely hostile take on OF.
             | 
             | There's dozens of studies on parasocial relationships and
             | how unhealthy they can be[1]; dozens of studies on how
             | heavy porn consumption lowers libido and is overall not
             | great for you[2]; and dozens of surveys on how my
             | generation (millenials) and younger (zoomers) are more
             | lonely, having less sex, having less friends, and less
             | happy than previous generations.
             | 
             | [1] https://digitalcommons.lsu.edu/cgi/viewcontent.cgi?arti
             | cle=3...
             | 
             | [2] https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5039517/#:
             | ~:tex...).
        
               | staticman2 wrote:
               | You'd have to eliminate all media to eliminate parasocial
               | relationships, not sure what that has to so with porn.
               | The most intense parasocial relationships are probably
               | with politicians and celebrities, not porn stars.
               | 
               | That second link discusses correlations and calls for
               | further study which you've translated to "porn causes
               | Millennial's problems" in your summary, which is not a
               | reasonable takeaway.
               | 
               | People with healthy relationships and healthy bodies are
               | almost certainly going to have less time for porn, for
               | one thing. It's hard to put in porn viewing hours if you
               | are hanging out with platonic friends or going for a walk
               | with your crush.
        
               | dvt wrote:
               | > you've somehow translated to "porn causes all life's
               | problems" in your summary.
               | 
               | This seems a bit uncharitable, I don't think I've done
               | this at all.
        
               | johnnyanmac wrote:
               | Well you said people are "lonely guys, social weirdos"
               | for engaging in this activity, and then there are studies
               | saying society as a whole has less physical intimacy this
               | generation than any other.
               | 
               | It may not be intentional, but it is indirectly saying
               | that these activities are major contributors
        
               | stouset wrote:
               | > and dozens of surveys on how my generation (millenials)
               | and younger (zoomers) are more lonely, having less sex,
               | having less friends, and less happy than previous
               | generations
               | 
               | There is no causation link here.
               | 
               | There are plenty of other massive social upheavals going
               | on that are likely tied into this. The pandemic.
               | Political acrimony. Impending impact of climate change.
               | Helicopter parenting. Economic difficulties and
               | uncertainty for younger generations. Facebook and other
               | social media. Celebrity obsession. Abuse of addictive
               | patterns in gaming apps.
               | 
               | We've created a world where people's real life prospects
               | are dwindling and yet there's cheap, easy, and unlimited
               | access to virtual dopamine generators. While porn is
               | certainly a contributor, I don't see any evidence that
               | it's an outsized one or that it deserves to be singled
               | out from the myriad ways we've ruined things for future
               | generations.
               | 
               | Also and more directly to the point, GP was addressing
               | GGP categorizing porn consumers as "sex addicts, lonely
               | guys, social weirdos". The vast majority of the western
               | world--including women--consume some amount of
               | pornography. They just do it overwhelmingly in private,
               | which is why such a stigma exists. Paying for it is not
               | necessarily indicative of it being a problem for these
               | people, in the same way that paying for music or other
               | media isn't. It's just a changing of the norm to one that
               | is frankly an extreme improvement for the women who do
               | this as a profession.
        
             | Dma54rhs wrote:
             | The power balance is way off, it's taking advantage of
             | miserable people. Mostly men in this case.
        
         | teaearlgraycold wrote:
         | Wouldn't that count things like ordering coffee in an app? I
         | spend perhaps far too much money on coffee ordered through my
         | iPhone. That's an in-app purchase, right?
        
           | jay_kyburz wrote:
           | Are Apple taking 30% of your coffee purchase? Wow.
        
             | teaearlgraycold wrote:
             | I would guess in this case it's just normal merchant fees
             | (no larger than 5%). But I don't know how this all breaks
             | down. It's not like they take 30% when you use Apple Pay at
             | a store. Ordering coffee in an app seems more like an
             | extension of that.
        
         | bullfightonmars wrote:
         | This isn't just from gaming apps and gambling though. I
         | purchase all of my media via the itunes, pay for streaming
         | subscriptions, icloud, and sometimes subscribe to premium
         | productivity apps.
         | 
         | In my household this has approached $300/mo at the highest, but
         | is typically around $80-100/mo.
         | 
         | That is all without a single in app purchase in a game.
        
         | Mindwipe wrote:
         | > Which really did look like it was trying to avoid that.
         | 
         | How? Apple literally did everything it could to incentivise
         | this behaviour. It blocked upgrade pricing to incentivise in-
         | app micropayments. It relentlessly promoted lootbox filled
         | games ahead of discrete experiences with sensible pricing. The
         | layout of the store was totally biased against titles without
         | this structure.
         | 
         | Apple 100% steered towards a whale economy in the app store,
         | and didn't give the slightest toss about the human misery that
         | resulted in because it made their monthly results look a bit
         | better.
        
           | nvrspyx wrote:
           | I don't know why you're downvoted. It really does seem like
           | Apple not only facilitated this, but continues to implicitly
           | encourage it.
        
         | rapind wrote:
         | In gaming they are called "whales" and they are actively
         | targeted. https://youtu.be/xNjI03CGkb4
        
       | amelius wrote:
       | So we can't mention other payment methods inside our own apps.
       | 
       | Isn't that a violation of Freedom Of Speech?
        
         | ChrisKingWebDev wrote:
         | Freedom of speech only refers to your ability to criticize the
         | government. A private company can do whatever they want with
         | their platform.
        
           | jjcon wrote:
           | It does violate the concept of freedom of speech (though it
           | does not violate the law as enshrined in USA 1st amendment to
           | the constitution)
        
       | OldHand2018 wrote:
       | The Genshin Impact behavior, as described, sounds like a true
       | nightmare. It's like when you skimmed through the Epic lawsuit
       | against Apple and they described all the "features" that Apple is
       | "preventing", I just wanted to throw up.
       | 
       | On the customer side, who the hell wants this stuff?
        
         | johnnyanmac wrote:
         | well, it's a monetization model and not a gameplay feature for
         | a reason. Financial incentives will always be at war with the
         | consumer ideal of "free and constantly updating, no strings
         | attached".
         | 
         | I don't think anyone "wants" to pay for this kinda stuff. But
         | many have.
        
         | wonnage wrote:
         | The customer probably just wants a button they can click in-app
         | to pay for stuff.
        
       | ArchOversight wrote:
       | I know I am probably not your average consumer, but I am not
       | looking forward to this at all.
       | 
       | I like having a single place that my payment info is stored and
       | processed, and I trust Apple with it. With this new world order
       | everyone and their dog is going to be asking for my credit card
       | details and who knows how well or safely it is going to be
       | handled/stored.
       | 
       | For small purchases I really don't want to have to enter my
       | credit card details.
        
         | throwaway473825 wrote:
         | If Revolut is available in your country, you can use it to
         | create disposable virtual cards for one-time transactions.
        
         | toiletfuneral wrote:
         | yeah, i understand how badly developers want to increase their
         | margins but i'm still unsure how much this ultimately benefits
         | customers other than having an ever increasing number of
         | accounts to manage just to pay $1 a month instead of $2 a
         | month...? What am I missing?
        
         | dangus wrote:
         | Worrying about credit card safety is silly. Your bank shoulders
         | that burden. In the US you are legally not responsible for
         | significant credit card fraud.
         | 
         | I'm much more concerned about monopolistic behavior. The
         | solution to payment security isn't to choose one company and
         | make them the gatekeeper.
        
           | ArchOversight wrote:
           | The real issue is that I am lazy, and my credit card number
           | is also used for recurring payments on things that are
           | important to me.
           | 
           | So if there is credit card fraud, and I have to get a new
           | card number, I end up having to remember the 10+ places it is
           | used and update them before I find out because my water is
           | turned off (for example).
           | 
           | I have ADHD, I already have enough on my mind, I don't need
           | to add additional complexity or burden to it.
        
         | johnnyanmac wrote:
         | I don't think it'll shift as quickly or as hard as you expect.
         | I imagine this will just be where some companies strongly urge
         | users to use their native payments, but there will be some
         | small "use apple pay" button (possibly mandated by Apple,
         | possibly not).
         | 
         | On top of that, many may not bother at all. setting up a
         | payment vendor isn't trivial. Some may be happy to let apple
         | keep 30% of the gravy for that convienence.
        
         | huhtenberg wrote:
         | It'd be a choice of paying a bit more with less hassle (via
         | Apple) and paying a bit less with more hassle (via a 3rd
         | party). But at least there will _be_ a choice.
        
         | hanniabu wrote:
         | Sounds like a good opportunity for "Log in with Ethereum" and
         | stablecoins
        
         | tommymachine wrote:
         | seems like by using Apple Pay / google pay your fears would be
         | assuaged?
        
           | ArchOversight wrote:
           | Apple Pay still sends a credit card number to a website.
           | Where it may be used like any other credit card number. Same
           | with Google Pay.
        
             | tommymachine wrote:
             | pretty sure at least apple pay uses a dynamic security
             | code, and not just a raw card number that can be saved?
        
               | judge2020 wrote:
               | Yes
               | 
               | > After you authenticate your transaction, the Secure
               | Element provides your Device Account Number and a
               | transaction-specific dynamic security code to the store's
               | point of sale terminal along with additional information
               | needed to complete the transaction. Again, neither Apple
               | nor your device sends your actual payment card number.
               | Before they approve the payment, your bank, card issuer,
               | or payment network can verify your payment information by
               | checking the dynamic security code to make sure that it's
               | unique and tied to your device.
               | 
               | > Like with in-store payments, Apple sends your Device
               | Account Number to the app or website along with the
               | transaction-specific dynamic security code. Neither Apple
               | nor your device sends your actual payment card number to
               | the app.
               | 
               | Note that this can be prefaced by 'usually' - some banks,
               | instead of generating a new unique ID for Apple Pay, will
               | use the CC number itself, or will at least augment the
               | device ID with the payment card (I noticed this as
               | receipts showed the last 4 of the card, despite using
               | Apple Pay).
               | 
               | https://support.apple.com/en-us/HT203027
        
       | jscottmiller wrote:
       | With respect to the author, I found the article a bit overwrought
       | and folks may bounce before getting the gist.
       | 
       | tl;dr Apple will be more generous in allowing developers to
       | message their customers about payment options outside the app.
       | This is a big deal for virtual game economies (and others!)
       | because now Epic can email/message you about a fortnite vbuck
       | bundle sold from their website, where epic can pay their payment
       | provider, say, 3% plus $0.25 for a $10 transaction rather than
       | the 30% App Store fee, saving $2.45!
       | 
       | The revenant Apple text:
       | 
       | > To give developers even more flexibility to reach their
       | customers, Apple is also clarifying that developers can use
       | communications, such as email, to share information about payment
       | methods outside of their iOS app. As always, developers will not
       | pay Apple a commission on any purchases taking place outside of
       | their app or the App Store. Users must consent to the
       | communication and have the right to opt out.
       | 
       | Very exciting stuff, and Patrick is right that this messaging
       | will be rolled out quickly by games and others.
        
         | HeyLaughingBoy wrote:
         | > folks may bounce before getting the gist
         | 
         | Agreed. I had to read it more than twice to get what he was
         | talking about. I'd say that the the only reason I bothered is
         | that I usually like patio11's insights so I figured it was
         | worth trying to understand it.
         | 
         | Since I'm not a gamer, I got distracted trying to understand a
         | lot of the game stuff and why it was so relevant to what he was
         | getting at.
         | 
         | ps, I like your tl;dr :-)
        
       | somehnacct3757 wrote:
       | Interesting wrinkle for Mihoyo (Genshin Impact dev), I've heard
       | from a big spender friend that he purposely buys primos on iPad
       | even though he plays on PC.
       | 
       | This is because their PC payment flow routes through China and
       | puts flags on his card. They may need to address that first,
       | before they can route more US traffic through a non-apple flow.
       | Still worth their time, but could refute the "single sprint" dev
       | cost in the article.
        
       | quadrifoliate wrote:
       | > Gacha games are named after the onomatopoeia describing vending
       | machines in Japanese malls and arcades which dispense toys and
       | trinkets for, typically, 100 to 200 yen (about $1-$2). The pool
       | of trinkets is displayed prominently on the machine; which
       | trinket you get is effectively randomized. If you had your heart
       | set on a particular one, you might spend much more than $1 on
       | getting it, and some children (and adults!) very much do. Many
       | very successful games have a monetization strategy which descends
       | from a variant of this.
       | 
       | I am sorry to say this as someone who usually agrees with
       | 'patio11 on everything, but both gacha and the "monetization
       | strategies" inspired by it (be they hawking in-game currency or
       | trying to mine email addresses) sound like a _terrible_ idea.
       | 
       | I don't want gacha, or any of these monetization strategies in my
       | ideal consumption model. I want to look at a toy in the store and
       | buy it while knowing what I am getting. This gacha model sounds
       | like it's incentivizing gambling from a very young age.
       | 
       | Am I too close-minded? Idealistic? Missing some crucial part of
       | the article? I'd like to hear, because nothing seems _good_ about
       | this at the moment.
        
       | cblconfederate wrote:
       | This is not a new situation, Facebook platform games went through
       | all those gaming-the-gamers phases 10 years ago. If devs start
       | baiting people to give their address, soon all the devs will do
       | that and apple will ban it because reasons. Very few people will
       | give their email anyway. Overall the impact will be minimal.
       | Also, surprised that apple hasn't banned those gacha things yet.
        
       | kposehn wrote:
       | A few notes about Genshin Impact:
       | 
       | - Genesis Crystals are the base currency that RMT get you in
       | Genshin Impact, not Primogems. You have to choose to convert them
       | in order to do wishes (Gacha rolls)
       | 
       | - In 2.0, MiHoYo implemented cross-save functionality with
       | PlayStation, PC and iOS. This allows PS players to now play on
       | other devices, but importantly _Genesis Crystals do not carry
       | over between platforms_
       | 
       | - The end result is that your RMT purchase is locked into the
       | platform you use until you convert it into Primogems
       | 
       | - As a result, Genesis Crystal purchases have an additional
       | hurdle that MiHoYo has to deal with to incentivize users
       | (GC->Primogems conversion) but it is by no means insurmountable
        
         | johnnyanmac wrote:
         | Correct, this is often common practice with any cross platform
         | app (usually IOS/Android). I imagine for platform policy
         | reasons they can't just let you move over premium currency that
         | was bought on one platform.
        
       | stalfosknight wrote:
       | I don't think so. I'm sure I'm not the only one who really enjoys
       | the convenience of managing all of my payments and subscriptions
       | in one place in the Settings app.
       | 
       | EDIT: You can downvote me all you like, but you need to deal with
       | the fact that the end user's experience is more important than a
       | bunch of devs who think they are entitled to be free riders on an
       | App Store that is most certainly not free to develop or maintain.
        
         | Mindwipe wrote:
         | > but you need to deal with the fact that the end user's
         | experience is more important
         | 
         | The end user is completely toxic as a result of the App Store.
         | I cannot buy books in Amazon's app, because Apple think they
         | are entitled to rent seek on it. We've ended up in a word of
         | crappy gambling simulators instead of sensibly priced paid
         | software because Apple engineered the store that way.
         | 
         | The App Store is horrible for me, as a user.
        
           | stalfosknight wrote:
           | I certainly don't want the App Store to become the more or
           | less anything goes Google Play Store which is still riddled
           | with malware and shovelware.
           | 
           | One of the reasons why I enthusiastically continue to choose
           | the Apple platform is that Apple has standards and gives an
           | actual damn about the end user and having actual platform-
           | wide standards and conventions instead of letting devs do
           | whatever the hell they feel like a la Windows or Android.
        
             | orangecat wrote:
             | Just to be clear: is it a bad thing that you can write a
             | Mac app and distribute it without getting Apple's
             | permission?
        
         | atishay811 wrote:
         | They could also do this by exposing get subscriptions and
         | cancel subscription APIs that other payment providers/apps can
         | implement. Just like the share sheet, there can be a pay sheet.
        
         | minhazm wrote:
         | It comes down to how much you're spending. People are spending
         | hundreds of dollars (some spend thousands) on Genshin and other
         | gotcha games. If you're spending hundreds of dollars and you
         | can get 30% more virtual currency for your money then you're
         | much more likely to go out of your way to do it.
        
           | auggierose wrote:
           | Sounds like you are getting a bad deal either way.
        
           | stalfosknight wrote:
           | I really dislike the whole "freemium" or "free-to-play"
           | category of games and I refuse to touch that garbage.
           | 
           | Software should have a fair upfront price. It's not
           | complicated.
        
             | orangecat wrote:
             | The IAP model became dominant on mobile largely because of
             | Apple's store policies and their refusal to allow other
             | forms of distribution. Meanwhile Steam and many other
             | channels are largely pay-once, and they exist only because
             | of the developer freedom that you decry.
        
               | stalfosknight wrote:
               | No, the IAP model became dominant because the unwashed
               | masses can't be bothered to spend a few dollars or even
               | just 99C/ for a copy of software that oftentimes took
               | many months if not years to develop, to say nothing of
               | on-going support and maintenance costs. Too many people
               | (in general) are just flat out fucking cheap and too many
               | devs/companies are willing to resort to stuffing every
               | app with ads and tracking.
        
             | ezekg wrote:
             | It's even worse when you have kids... your toddler gets
             | upset because the very fun looking princess puzzle she's
             | trying to play "is broken." In reality, it's just pay-
             | walled.
        
             | svachalek wrote:
             | It's so hard to find anymore. Digital board games are one
             | exception, there are a lot of really excellent ones with
             | great replay value for a fixed price. Scythe, Root, Spirit
             | Island, Railroad Ink, Wingspan, Through the Ages, Galaxy
             | Trucker...
        
         | PStamatiou wrote:
         | is that convenience worth paying 30% more? (assuming apps are
         | allowed to have different pricing outside the app store). I
         | think it might for apps you're unsure about at first and want
         | the ability to easily cancel, but for things you're paying for
         | for years? You probably wouldn't mind going thru a stripe web
         | flow for some savings.
        
           | stalfosknight wrote:
           | Convenience a big part of it but not only thing. The platform
           | owner needs every big club available to it to keep developers
           | in line with the platform rules and conventions.
           | 
           | Otherwise we would end up with something along the lines of
           | the growing Electron cancer that macOS is affected by.
        
             | WA wrote:
             | Cordova predates Electron. Webapps in a WebView container
             | were on iOS first and still have quite a market share. This
             | has nothing to do with payments.
        
       | josephd79 wrote:
       | Honestly , I think developers are going to have a hard time
       | changing peoples behavior. If its vastly cheaper to pay outside
       | of the app store, sure I can see that impacting peoples decisions
       | on how they pay. But, if you're only talking about a couple
       | bucks, most people are just going to say f it, its easier to just
       | use in-app purchases.
       | 
       | Also, if you think about it. people would probably only do that
       | for apps and games that you can play across several different
       | devices.
        
         | collaborative wrote:
         | Most people have a paypal account they can use instead of
         | Apple/Google. It's also a lazy payment method, a couple clicks
         | and you're done
        
         | [deleted]
        
       | patio11 wrote:
       | Happy to chat about it, HN, since otherwise I'd just be playing
       | more Genshin Impact.
       | 
       | My capsule review of the game nobody asked for: if you like
       | Breath of the Wild, you'll likely enjoy it a lot. It is not as
       | pure of an exploration game at BotW is, and the emergent game
       | mechanics that made BotW such a joy, a toy which produced its own
       | unique stories with every player, are mostly absent. The
       | exploration doesn't tie in closely with the plot like it does in
       | BotW.
       | 
       | But, other than that, it's an extremely, extremely effective
       | game. Excellent art and music design; the graphics compare
       | favorably to anything I've ever seen in an AAA game if you like
       | this anime-inspired visual style.
       | 
       | I find the combat similar to single-player WoW with more
       | interesting strategic choices (regarding party comp, etc) and
       | less interesting tactical choices. Harder encounters are fun
       | puzzles to solve.
       | 
       | While the actual story in the game is nothing we haven't seen
       | done better before, the character interactions are an extremely
       | interesting Chinese take on Chinese/Japanese/Western fantasy
       | tropes. Someone could get an East Asian Studies thesis out of it
       | fairly easily. It's amusing to "read" with that cultural
       | commentary lens on; the localization is also surprisingly well
       | done (including both English and Japanese, to the extent you
       | credit me with being able to perceive that).
       | 
       | The metagame about how to progress as quickly as possible, and
       | where to invest your resources / how to harvest them efficiently,
       | also pushes my buttons very effectively.
        
         | tomjen3 wrote:
         | Do you think this will have any impact on aps that are not pay
         | to win games?
        
         | ezekg wrote:
         | This blog post is published tomorrow, just a funny heads up :)
        
           | mlpinit wrote:
           | Different time zone: Time zone in Tokyo, Japan (GMT+9)
        
             | ezekg wrote:
             | Ah, good call. Forgot he's in Japan. My mistake.
        
         | [deleted]
        
         | sleibrock wrote:
         | I think the distinct lack of enemy diversity is what kills it
         | for me. Even the boss designs are overall lackluster. A bunch
         | of cubes casting spells, or an ice/fire flower. I go to
         | challenge this water goddess thing and instead I fight water
         | squirrels and crabs. That and I can only kill about four bosses
         | a day for rewards.
         | 
         | First going in I thought I would be playing with friends and
         | fighting bosses. Now I've been told not to do that because you
         | don't want friends stealing your chests. Maybe I'm doing things
         | wrong.
        
           | cosmojg wrote:
           | Just a heads up, you're the only one who can open your chests
           | in Genshin Impact. The most that other players can do to your
           | detriment is pick flowers.
        
           | professorsnep wrote:
           | Enemy diversity is just part of another big issue for me:
           | General gameplay diversity. Most of the stuff the game has
           | you do outside of story content is just fighting the same
           | enemies or boss types. There's no unique dungeons or bosses,
           | the "domains" you need to farm for gear are all just waves of
           | enemies, daily quests are just killing enemies, etc. There's
           | rarely any unique mechanics or novel ideas that actually
           | change the way you play, which makes the game get stale fast.
        
         | novok wrote:
         | What is the interesting Chinese take on it?
        
         | ChuckMcM wrote:
         | At some point I hope this model evolves to engage content
         | creators.
         | 
         | Clearly the biggest "draw" for these sorts of games is new
         | content, and that is a sort of sunk cost with developers who
         | pay people to create new content so that they can monetize it.
         | 
         | However, when it shifts into something like an MLM scheme where
         | an "end user" can develop new content and then deliver it
         | through the game engine, and then the game engine owner and
         | person who developed the content "share" in the monetization
         | (one by game sales etc, the other by in game currencies) then
         | games like PoE and others can grow diversity without hiring.
         | 
         | The incentive alignment is pretty clear, really avid players
         | can both improve their own playing experience (enrich
         | themselves in game) by doing this, and the game developer gets
         | more people playing because there is such an interesting mix of
         | things to do an see.
         | 
         | At some point this evolves into market exchanges where people
         | who can conceive compelling stories find others who are skilled
         | at art or puzzle design and they can form a group for the
         | purposes of delivering a bit of gameplay content that they
         | share in the rewards from.
         | 
         | If you are having a hard time visualizing this, consider WoW
         | for a moment. Let's say Bliz had a way for an avid player to
         | "design" an NPC, write their back story, their interaction
         | dialogs, and the quests they would give in the execution of
         | their "story". An artist teams up with this person to provide
         | textures for either an existing character type, or potentially
         | designing a completely new kind of creature for this. All WoW
         | quests have a fairly fixed set of game mechanics choices to
         | work from so putting those together in ways that are
         | interesting might be the role of a third member of this ad-hoc
         | group. Once completing the story line you have access to a
         | vendor NPC who will sell you various items for WoW gold (pets,
         | spells, recipes, etc). If the "team" that came up with this
         | whole package got a cut of the WoW gold that the vendor
         | received for their wares, that would provide an incentive to
         | this team to make their content compelling. That may be all the
         | incentive they need. And Bliz gets a quest chain + vendor +
         | content that enhances game play for all players and keeps it
         | fresh.
         | 
         | Sort of like the virtual gig economy where players add content
         | to the game in exchange for in game currency.
        
           | nxrabl wrote:
           | What you're describing sounds a lot like Second Life, which
           | launched in 2003 and is still running. (Incidentally, to tie
           | it back to Genshin, Second Life recently banned gacha-style
           | transactions on its platform [0])
           | 
           | [0] https://ryanschultz.com/2021/08/02/second-life-bans-
           | gacha-ma...
        
             | ChuckMcM wrote:
             | I'm familiar with SL. And yes it has some of the elements
             | of this, what it doesn't have (or didn't when I last looked
             | at it) were constrained physics story lines and a questing
             | model tied to in game currency. Mostly it was around
             | converting "real" money to "Linden" Dollars[1] to
             | facilitate in-game transactions.
             | 
             | [1] And at the time (2008) there were sites that would
             | convert your Linden dollars back into cash.
        
           | CreepGin wrote:
           | So Minecraft, Roblox, Rust, and other mod-friendly and
           | sandboxed games are close to what you are describing.
           | Centralized games like WoW is almost like the opposite.
           | 
           | In order to support custom content creation and integration,
           | the game needs to have a specific type of asset and tooling
           | pipeline that can be community-driven, something that's more
           | or less determined at the conception of the game.
           | 
           | I agree with you in that we do need more big studios stepping
           | in this direction. It takes guts for these CEOs and CFOs to
           | say to their investors "Yes we will have first-class mod
           | support, LAN support, and give the players the tools
           | necessary to alter the game with their creativities."
        
             | ChuckMcM wrote:
             | > So Minecraft, Roblox, Rust, and other mod-friendly and
             | sandboxed games are close to what you are describing.
             | 
             | Yes they are. There are also 'total conversions' in the
             | gaming community where a game had nearly all of its assets
             | replaced to become a new game. The pieces are all out
             | there, but they haven't yet combined into a single thing
             | yet.
             | 
             | We often think of ideas as being these amazing things that
             | spontaneously spring into existence, however they are more
             | often the amalgamation of a bunch of things that have
             | emerged on their own and then contextualized in a way that
             | unifies them into a cohesive whole. My thinking is that
             | distributed game economies are going to be such things.
             | 
             | One of the early things about WoW was the emergence of
             | "gold farming" which exploited legitimate game tools
             | (questing, mailing gold to other players, in game
             | transactions) and demonstrated you could earn real money
             | off players by selling them virtual goods. Personally, I
             | think that was the point when game product managers said,
             | "Hmmm, that is money we could be making" and the "freemium"
             | model was accepted as a legit model.
             | 
             | They still keep 'game flow' and 'game assets' in house
             | however, but the curated app store model has shown business
             | people how you can let third parties make stuff and then
             | give them a platform to sell it and skim the profits. When
             | you combine these two models in games you get this new
             | thing.
        
               | CreepGin wrote:
               | That's a very interesting point about WoW. I was not a
               | hardcore WoW player but I did play on and off in my high
               | school years (Vanilla + Burning Crusade).
               | 
               | I remember selling 1000g for $50 USD at some point. Then
               | a month later the average price for 1000g dropped to $15.
               | It seemed like the price would eventually match the
               | absolute lowest of 3rd world labor cost (until WoW tokens
               | were introduced). So that pretty much aligns with your
               | point of management finally giving in to the new model.
               | 
               | > the curated app store model has shown business people
               | how you can let third parties make stuff and then give
               | them a platform to sell it and skim the profits.
               | 
               | After being involved in both kinds of work fields
               | (content vs platform), I can say that it's really a
               | grass-is-always-greener-on-the-other-side thing. When we
               | were making in-house contents we would think how nice
               | being a platform is (no creativity involved, just skim
               | off other people's success). But when we made our own
               | platform, we often felt the insecurity of not having our
               | own contents and people jumping ships. Plus, licensing
               | headaches and dealing with lawyers became a norm.
               | 
               | The only kind of platform that doesn't have this issue is
               | one that is a near monopoly ( _cough_ App Store).
               | Netflix, after realizing the rise of their competitors,
               | went to town with in-house productions and declared
               | "Content is King".
        
           | kbenson wrote:
           | > If the "team" that came up with this whole package got a
           | cut of the WoW gold that the vendor received for their wares,
           | that would provide an incentive to this team to make their
           | content compelling.
           | 
           | There's have to be careful thought as to how this works, as
           | the incentives might work out to a lopsided amount of content
           | that maximized the thing that resulted in designer
           | compensation.
           | 
           | Since the resources used aren't really an internalized cost
           | in most cases, the NPC needs to be balanced against an
           | idealized cost/value system that is often judgement based,
           | meaning that a lot of work is required assessing if the
           | designed asset is good for the system or not.
           | 
           | The simple example would be an NPC that if you walk up to
           | grants you ten minutes of immunity for 1% of your wealth. Not
           | only will something like that be extremely popular on it's
           | own, if the designers get a percentage of the received gold,
           | they are incentivized to make it _always_ used. Maybe that
           | means making it easily available almost all the time, and
           | only taking 0.1% of wealth, so people use it even more often.
           | But the real question is, does that break the game? The
           | designers can be entirely motivated by profit, and not care
           | about overall game function and health. The only way to
           | combat this is to either carefully align incentives such as
           | game health to function which is tricky (everyone might love
           | the immunity boon for the first week and always profess to
           | like it but end up playing less because of less challenge and
           | engagement) or to have the game runners carefully assess and
           | tweak all submitted proposals, at which point what you 're
           | getting from the public may not be worth it.
           | 
           | Maybe it would work if it was more just a nice kickback for
           | contributing though. Design a module or something and submit
           | to be accepted into core, and if it's accepted into the core
           | you get a set amount of game currency which is predefined at
           | certain amounts based on contribution, and a one time payout.
           | Then the monetary incentive is to appease the game runners
           | and provide something useful for the game, which aligns with
           | any altruistic incentive to improve the game you're playing.
        
             | ChuckMcM wrote:
             | Its a fair point, and as I was saying in another response
             | consider the "App Store" model where this new content is
             | given to the internal team to review before releasing it.
             | Clearly something that unbalanced the game like this would
             | be rejected.
        
         | franciscop wrote:
         | I've seen it announced a thousand times on the trains in Tokyo,
         | and I'm always drooling at how beautiful it looks, but assumed
         | it was just marketing and not the real gameplay. I'll give it a
         | try, thanks for the review!
        
         | kbenson wrote:
         | I learned all I want to know about that game while my 11 year
         | old was playing it. Sounded like BotW with annoyingly long and
         | useless grinding to get weird crystals or something that are
         | needed to buy better weapons (or buy loot boxes of a sort with
         | low good loot chace, IIRC).
         | 
         | It didn't sound _horrible_ , because he seemed to like the
         | gameplay, but I didn't feel any desire to get into a game where
         | you can pay for benefit (I tend to the other end of the
         | spectrum, repeatedly punishing deaths until you get better,
         | like Dark Souls).
         | 
         | He probably spent a total of ~$80 on the game, over 4-6 months.
         | I don't count that as too bad, as it's not much more than
         | buying it and an expansion would cost, and it provided him a
         | lot of entertainment. That said, the reason it as _only_ ~$80
         | is because I was controlling the purse strings.
        
           | ve55 wrote:
           | That's the rough part with acquiring characters (or anything)
           | through the equivalent of cash-funded roulette: you can set
           | out to spend a certain amount to attain something you want,
           | but it might not work, and if you're sufficiently unlucky it
           | may turn into an order of magnitude more spending than you
           | originally intended.
           | 
           | While you could of course commit to only spending $X and
           | dealing with the results even if they're unsatisfactory, this
           | can be surprisingly difficult psychologically, combining the
           | best of the gambler's fallacy with the sunk cost fallacy
           | (among many other behaviors very cleverly inspired by the
           | game's developers) into one.
        
             | kbenson wrote:
             | Worse for me, as I'll likely ignore the pay route and go
             | the exceedingly long and grindy route, and if I feel
             | they've made that far too punishing for the rewards, I'll
             | likely feel the game isn't rewarding enough to play. I'm
             | not really interesting in proving to myself that I can pay
             | money to do better than other people, so it doesn't help me
             | enjoy games that are competitive in any way, and if it's a
             | non-competitive game, I just feel like I'm being
             | manipulated, which also saps the enjoyment out of it for
             | me.
             | 
             | I don't mind purely cosmetic offerings being present in
             | games, and I'll even buy a few. But if I feel like I'm
             | competing on a field that's stratified by money, it just
             | kills the enjoyment for me. It's the same reason I stopped
             | playing Magic: The Gathering back in the mid nineties a few
             | months after when it was first released. It was fun when we
             | all had starter decks, but after friends started collecting
             | special cards, I saw where I thought it was going an opted
             | out. The realization just sapped a lot of the enjoyment out
             | of the game for me.
        
               | ve55 wrote:
               | I feel like that a lot, so called pay-to-win games (or
               | perhaps pay-to-progress) aren't my thing either for
               | similar reasons, even though I could afford them. I've
               | played GI for a bit, but very casually (even more so as
               | it doesn't run on Linux, so I've only played it on mobile
               | myself), and as long as I am finding things I enjoy, for
               | example the music, voice acting, and UX, I don't mind the
               | game's profit model, but I definitely will end up playing
               | less when/if I reach the point(s) to where I am
               | increasingly penalized for not paying.
        
             | phreack wrote:
             | Digital cash funded roulette is such a predatory practice.
             | I believe it should just be banned altogether, there's no
             | good to come of it.
        
         | smoldesu wrote:
         | I like Breath of the Wild, but trying Genshin Impact was like
         | having a root canal done on my brain. After around 30 minutes
         | of playing it I had to put it down, grinding a game for the
         | promise of being able to buy microtransactions is not a
         | effective way for me to spend my time. Maybe it's just because
         | I'm not an MMO fan, but Genshin feels like a regression in the
         | genre of JRPGs.
        
           | kahrl wrote:
           | CRPG.
        
           | johnnyanmac wrote:
           | I'm of two minds on it. On one hand, yeah. Grind for a chance
           | (a low one, even among other mobile games) of pulling a
           | favorite character can be a discouraging model. And having no
           | end in sight can be disenheartening for those wanting to
           | binge on a compelted game.
           | 
           | But on the other hand, JRPGs tend to not get major updates,
           | and are now taking 3-5+ years per game to meat that criteria.
           | Unlike fighting games, you can't make meaningful character
           | DLC post release that would mesh into the game. The very
           | closest I've seen to this in modern times is Kingdom Hearts'
           | 3 DLC letting you play as 2 additional characters... for one
           | specific boss fight each out of a ~5 hour DLC of a 30-40 hour
           | game.
           | 
           | Meanwhile, new characters, events, and areas drop monthly for
           | Genshin. Without a direct subscription cost if you treat the
           | game as a JRPG with some 4-5 playable characters gotten in
           | story (which is average for a modern JRPG) and ignore the new
           | characters other JRPGs don't have the option for. There are
           | some very niche benefits and workaround of issues most JRPGs
           | have today in Genshin.
           | 
           | ----
           | 
           | I don't really have much of a point here. Just rambling on
           | some musings that I wish console JRPGs could take lessons
           | from. I guess I just miss those days where is didn't feel
           | like Final Fantasy (and ONLY FF) was the only big JRPG in
           | town pushing graphical boundaries, and Genshin gave me some
           | of those vibes. Moreso than any JRPG in the 2010's outside of
           | FF and KH. Tales of Arise coming in a few weeks gives me some
           | hopes, but I want to hope this isn't just a one-off fluke in
           | the genre.
        
       | [deleted]
        
       | [deleted]
        
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