They know FOMO is strong, they know that if you create the problem of scarecity that they will buy them instandly and keep them hooked because they already invested time and money in it.ĭestiny 2 is insanely good at it even gatekeeping story behind time under the name of a "continious story line". Wether it is new people joining i can help, wether it is progression or story.Īnd now we come to the problematic part of Devs who make those games which have season passes, battle passes, rotating content etc. after i´ve gotten every overclock when they came out, i rarely went back to the game because i am someone who need this tiny carrot on a stick to continue. Now we have so much choice that we rather take the ones that to us feels like it rewards our time. And since we didn´t had anything else, we played it over and over. While it was normal back then to have simple stories with simple outcomes without battlepasses etc. Because if you keep all your players in your game, that means they won´t play other games and get attatched more to yours.Īnd players want to be rewarded for their time aswell. More and more games go into this direction because they see that it increases engagement.
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