I recently picked up Mortal Kombat 11 while it was on sale to see how the latest entry in the venerable fighting franchise has grown. And it turns out my first mistake was not buying the special edition, with the second mistake not being prepared for the sheer amount of microtransactions in it. We have seen microtransaction-based content enter the AAA and full retail space — creating a case of double-dipping for developers. Looking at this trend, I know I’m not the only one who doesn’t like it, but this also has some unintended consequences as well. Read more…
The Free to Play market continues to be a major attractor to fans and developers alike. Each year, we hear big numbers being thrown around early in a title’s lifespan. However, one area that isn’t discussed as much is player retention despite how important it is. Free to play game design suffers from a major game design issue that anyone interested in developing their own game must come to terms with.
Today’s video looks at the concept of Fun Pain, and what it means for hurting a game’s playability and design.
I was reading a Gamasutra piece by a friend of mine regarding the use of frustration in the form of “fun pain.” This is the way that many F2P games have made their money and is definitely not on the good side of monetization. I want to talk about this more and how the practice goes against the point of game design.