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  1. #1
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    Pay to Win Games

    PtW or "pay to win" games get horrible reputations and in my opinion, that should be no surprise. The thing about it is, I always see people complaining about these games yet they still make money and still end up with fanbases willing to pay and in some cases, pay a lot just to win at a game.

    Why do you think PtW games are still so prevalent today and why they are still able to make so much money in spite of being vastly unfair?

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    Children. There are a few adult "whales", but the majority of those huge revenue figures come from kids with neglectful parents if I recall the study results correctly. Again, there ARE a few adults in each game that have no family/friends and decide to be #1 by putting in the most real-world money. I have played a few app games but I've never put in any real money.

    Paying for mobile games is trash already, and paying to win is even worse. In my opinion that's a betrayal of gaming in general and shouldn't be an option. Or if you do pay, you are sectioned off and exclusively play with other paid players so your competition is always relative to your investment in the game. What you say is true however, if these games did suck THAT bad then they would go out of business but they have clearly tapped into something here. I think it plays to gambling addictions and should be regulated which is a very rare sentence coming from me. Rather, it should be regulated for players under 18. I don't care if someone over 18 CHOOSES to ruin their life with a mobile game, as long as I don't need to fund the soup kitchen he eats at and the jack-shack he lives in afterwards.
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  4. #3
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    Like Zemekis said, unsupervised children play a huge role in the popularity of these games. I think the biggest reason for their prevelance though, is due to smartphones. It's no surprise that adoption of the pay2win format coincided with the widespread adoption of smartphone usage. Games used to be something that were played primarily on consoles and computers, things which not everyone had and things which were not considered a necessity purchase. Smartphones however, have become a near-necessity, so the market of potential gamers is exponentionally higher than it once was. However, phones just aren't very good for playing games on, and most of the people playing games on phones are doing so in a very casual way, so when people do play games they typically want games that are small and simplistic -- with a small and simplistic price tag to boot. Thus, developers quickly realized that the key to making money wasn't to sell a game for a one-time fee, but to create a game that was free to play and included micro-transactions.

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  6. #4
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    Quote Originally Posted by Zemekis View Post
    Children. There are a few adult "whales", but the majority of those huge revenue figures come from kids with neglectful parents if I recall the study results correctly. Again, there ARE a few adults in each game that have no family/friends and decide to be #1 by putting in the most real-world money. I have played a few app games but I've never put in any real money.

    Paying for mobile games is trash already, and paying to win is even worse. In my opinion that's a betrayal of gaming in general and shouldn't be an option. Or if you do pay, you are sectioned off and exclusively play with other paid players so your competition is always relative to your investment in the game. What you say is true however, if these games did suck THAT bad then they would go out of business but they have clearly tapped into something here. I think it plays to gambling addictions and should be regulated which is a very rare sentence coming from me. Rather, it should be regulated for players under 18. I don't care if someone over 18 CHOOSES to ruin their life with a mobile game, as long as I don't need to fund the soup kitchen he eats at and the jack-shack he lives in afterwards.

    That makes sense. A lot of kids get their parents to buy crap that is not worth the money.

    Mobile gaming... That is something I never got into but I would believe it is worse. I like the idea of being in two different groups. Keeps things fair. I actually heard something on the news the other day that parents were freaking out over Fortnite, saying their kids are addicted. Maybe they are tapping into the same response in the brain we get from gambling, making the games more and more addictive for kids.

  7. #5
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    Quote Originally Posted by StarDood64 View Post
    Like Zemekis said, unsupervised children play a huge role in the popularity of these games. I think the biggest reason for their prevelance though, is due to smartphones. It's no surprise that adoption of the pay2win format coincided with the widespread adoption of smartphone usage. Games used to be something that were played primarily on consoles and computers, things which not everyone had and things which were not considered a necessity purchase. Smartphones however, have become a near-necessity, so the market of potential gamers is exponentionally higher than it once was. However, phones just aren't very good for playing games on, and most of the people playing games on phones are doing so in a very casual way, so when people do play games they typically want games that are small and simplistic -- with a small and simplistic price tag to boot. Thus, developers quickly realized that the key to making money wasn't to sell a game for a one-time fee, but to create a game that was free to play and included micro-transactions.
    Parents just follow trends. They see other parents giving their 10 year old a phone, so they do the same. Now we have kids as young as 6 running around with their own smartphone. I honestly can't blame companies for taking advantage of this. I would never give a kid under the age of 15 a smartphone unless I knew they were mature enough for it. Some kids are very mature at the age of 13 while others are not mature enough to anything and well into their 20's.

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