this post was submitted on 07 Jul 2025
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I want to shed light on a tactic that involves collecting data as you play, feeding this data into complex algorithms and models that then alter the rules of your game under the hood to optimize spending opportunities.

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[–] [email protected] 8 points 4 days ago (1 children)

I think there's also an argument to be made that all of this desire to suck up our attention has made it more difficult for the same developers to market their next game, since their potential customers are all preoccupied with something they haven't stopped playing. It's extremely natural for most people to fall off of a game after its initial release, and it's definitely going to happen once they take their thumbs off the scales.

[–] [email protected] 2 points 4 days ago (2 children)

Now you have a prisoner's dilemma. A lot of studio's need to take their thumbs off the scale at the same time, or you're just sending your customers to someone else.

[–] [email protected] 3 points 4 days ago

I've been looking for deathmatch shooters for a long time, like what we got from the late 90s to the mid 10s. There are very very few. I don't care if I or anyone else move on quickly, because I primarily want to play with my friends, and the deathmatch mode typically came alongside a campaign and maybe co-op modes. That's not a prisoner's dilemma, and the market hasn't really been making games like that anymore. Same for things like arcade racers akin to F-Zero or Burnout.

[–] [email protected] 3 points 4 days ago

I'd argue they're different markets. The people who play every new Call of Duty and the people who play Spec Ops: The Line are not the same people.