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Hot impression: What is the problem with (for example) free games?

BingMag.com <b>Hot</b> <b>impression:</b> <b>What</b> is the <b>problem</b> with <b>(for</b> <b>example)</b> <b>free</b> games?

In the "Hot Impression" series, we are going to use a series by Yahtzee Croshaw, one of the most ingenious and experienced game critics and satirists. Let's have a controversial view of the current situation of the game industry and see if there are any problems in the game industry, where does its root go back. Join us.

Freemium games are, for example, free games that are slow and steady, so that you do not notice, or become more or less nerve-wracking or nerve-wracking until you are ready to loosen the bag.

My reaction to these games is hostile. How dare they call themselves "Free to Play" and then commit such a dirty trick? Every time I see a freemium game, I want to grab my wrist and shout, "Mr. Officer, catch this game." But after thinking for a while, I came to the conclusion that my reaction was not fair, because I had not spent a single Qur'an playing. I am well aware of the philosophical importance of creating a well-deserved work of art. The whole world of art, and more importantly my work, depends on this philosophy. I do not even want to run games on the emulator that I have not bought at least one copy of on a particular platform. So why bother with a game where I've done nothing to deserve it? Why do I feel like I have achieved a moral victory when I push myself to play Let It Die without buying a chance? Incidentally, it seems that I have violated morals, because the game is trying to somehow get money from me, even though the scorer, but I fail this attempt, while at that moment I am experiencing the achievements of others without paying money. . Am I not the one who behaves in this way?

BingMag.com <b>Hot</b> <b>impression:</b> <b>What</b> is the <b>problem</b> with <b>(for</b> <b>example)</b> <b>free</b> games?

I am 10 or 20 or even satisfied I spend $ 60 on games on Steam, some of which I do not finish and some of which I do not play at all. I also do not like many of the games I play. I can spend $ 60 to buy 160 chances to continue at Let It Die and finish the game. Why do I feel insulted while doing this while spending the same amount of money on Uncharted 4?

Perhaps this is because there is no guarantee that these 160 chances will continue. When I get 160 chances, the added pressure on my gaming experience is that I have to finish it with limited effort, otherwise I will have to spend money again. I was not a fan of arcade machines that you had to constantly put coins in to keep the game going, even when they were at their peak of popularity. I enjoy tough games, but one of the reasons I enjoy it is because I know I can try the challenge countless times before I succeed. If I knew I had a limited chance of trying a challenge in Dark Souls, I would probably throw someone out the window with my brain; Maybe even myself.

There is another issue, and that is that unlike our favorite books and boxing DVDs, our favorite movies are no longer allowed to play on many of the games we want to play - especially Freemium games - "Ownership". Have. If you buy Uncharted 4 at a fixed price, you know that your contract with the game publisher has been successfully completed and you are free to sit back and immerse yourself in the game world, without having to worry about begging in the middle of the pop-up ad experience, because this It is not the way to experience art. Showing your ticket to the doorman and sitting in your comfortable chair in the theater is a magical moment, because you know that you have left the preparatory formalities and now you are free to safely experience the culture and art of the rest of your age. If, instead of showing the ticket in front of the door, the lights were turned on twenty minutes later, someone would come and collect the spectators' fare in a bowl, this experience would be ruined.

BingMag.com <b>Hot</b> <b>impression:</b> <b>What</b> is the <b>problem</b> with <b>(for</b> <b>example)</b> <b>free</b> games?

It does not matter how delicately and lovingly the request for money is made; This request will always look like a nuisance. Freemium games always have an implicit meaning with them, and that is as if these games make you doubt that you will not finish the game perfectly. It's like having a glass of wine at a conference or a concert and suddenly one of the waiters comes up to you and tells you that this wine is not free. You are immediately ashamed and often disgusted with the waiter, because he assumed that you were a thief, not that he was unknowingly mistaken.

People do not like Someone to make them feel bad like this. That's why there are so many security locks (DRMs) on games They are hated because these locks indirectly treat all their users as potential thefts, and Freemium games carry a similar implication. But it is not just a direct request for money. The problem is that in most freemium games, money needs to take precedence over all other aspects of game design. My suggestion is that Let It Die allow me to pay the full price of a full game and then give me endless chances to continue. But to keep up with the cowardly fighting system of the game to catch other potential fans who are not willing to spend money at all. I downloaded (Super Mario Run) for mobile. This game also belongs to a very long list of Nintendo's recent masterpieces: innovating and updating their gameplay methods after a long and tedious process of reflection and then ruining it by blindly insisting that their minds work better than others. You may have noticed that the average Super Mario Run score on iOS is around 2.5 stars, a score that is the result of a high-speed tug-of-war between Nintendo fans and the average mobile game audience, as one group gives it 5 stars and the other 1 star./p>

BingMag.com <b>Hot</b> <b>impression:</b> <b>What</b> is the <b>problem</b> with <b>(for</b> <b>example)</b> <b>free</b> games?

You know, even though Super Mario Run has all the features of a freemium game - that means you can download it for free - Once you enter the game and finish the first world, you will realize What is going on, because the game suddenly stops and asks you to drop $ 15 so you can experience the rest of the game. In fact, Super Mario Run is a playable demo. But this is exactly the policy I suggested for Let It Die: Pay once and for all and then the whole game will be given to you. Super Mario Ron has followed a similar policy; So why has it received so many negative reviews?

Maybe it's because Nintendo has gone to great lengths to hide the simple fact that the free downloadable part of the game is not a complete game. But my guess is that Super Mario Run and Let It Die are both making the same mistake, and that is trying to become an unpleasant mix of mainstream games and casual freemium games. The reason this is wrong is that these two games have two completely different audiences with completely different demands: mainstream games are for those who want to immerse themselves in the game world; Casual games are for those who want to keep their sixty fingers busy while their parents's arguing at the dinner table.

This is not the first time that Nintendo has tried to satisfy two different audiences. Hold on, bring sabotage, and it will not be the last. The switch console is an example of this. This console is for those who want both a handheld and portable console and a console in the living room of their home. I think the main audience of the switch is those who do not go out much, but inside the house, their hips do not fit together.

Source: Escapist Magazine <// p>

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