h a l f b a k e r y
Point of hors d'oevre
add, search, annotate, link, view, overview, recent, by name, random
news, help, about, links, report a problem
or get an account
Introduce micro payments into gaming, adaptively. So let me not
decide to spend 4.99, 10.99, or 19.99, every week or so, (which i
have spent on Tribez in the last few months) but instead, let me
adaptively get adicted to spending money, so that I never feel there
is a choice barrier. So if
choosing to move and choosing to spend
money, like maybe .ooooo1 cents at a time, were part of the same
gesture, then you would have me, Old Scratch.
[2 fries shy of a happy meal, Mar 12 2013]
||Before you spend that first fraction of a cent, wouldn't you have to give your credit card details/paypal/prepaid account ID/whatever?
||If so, then that's the real barrier. The actual cost is almost irrelevant for small values.
If not - well that would be great. How does that work?
||These new games have optimized the addictive quality of
video gaming and they put the opportunity to buy in at just
the right times. I guess what I am talking about has
already been done in a way, in that you are always
accumulating micro cash, at first without paying actual
cash, but most of the games then give you a big separate
time to purchase stuff, in between "innings", so that your
shop time is compartmentalized. I was just thinking that
they should have the spending of micro cash be a part of
the game so that each gesture contains some kind of choice
about how much to spend, however small. I think the thing
is that the model is based on impulse buying, where you
are letting pent up emotional stuff break through a duck
tapey dam that addictive personalities (people with
disabilities) Putin place to control behavior and then the
emotional breakthrough becomes a habit and the economic
model is basically taxing addictive personalities. But
maybe a gentler approach where you are training the
player to spen within reason with each stroke would be
||I thought a First Person Shooter with a very low barrier to entry - ie a cheap initial purchase price - would be a good way to go. The catch is that the game comes with a finite number of lives. However, you can topup with 10 extra lives for $2 or whatever. Instead of paying $80 to buy the game pay $10 but that is eventually made up by reloading lives.
||The problem with video game payments is that you never get paid. The prospect of getting paid is what squeezes extra dopamine out of the gamblers brain. The video game should have the prospect of getting a huge chunk of money - not the ingame crap money but money useful for the sort of thing one needs money to buy in these games.
(sidebar: it seems like many of these game apps have two tiers of money: ingame which is coins you find etc, and real $ for the good stuff).
||Then you would have the extra power of gambling addiction getting people to spend. But - its not gambling because the "real" money cannot come out of the game!
||//The problem with video game payments is that you never get paid//
||Unless you are a gold farmer [link]