Game Design is a tricky thing to do, and every video game these days is inspired in some way by something that came before it. The ability to look at a design or game system and grow it in a new way has led to some amazing games. However, there is a tendency to try and directly use one’s game systems, and it gives us the chance to talk about the harsh lesson of the “WOW Effect.”
We’re going big with today’s Critical Thought. Our topic is on the crash of the MMO genre during the 00’s. Several factors led to the market crashing for a lot of developers, and those very same issues could mirror the mobile game market today. We have seen some developers survive in interesting ways, and then an entire change in the design philosophy with F2P. Be sure to watch after my little end of video speech, as I forgot the last topic that had to be added in afterwards.
Hearthstone has been one of those mysteries for me over the last few years. On four separate occasions I’ve tried to play it, and each time I’ve walked away frustrated. Despite being one of the surprise hits from Blizzard, I just cannot play it. Trying other F2P CCGs, it occurred to me why I’m feeling like this, and the problems I have with Hearthstone’s game design and competitive model.
Digital goods have been becoming less virtual and more about real money over the years. Starting with Team Fortress 2, the ability to buy and sell virtual items was innocent enough at the time. Lately, it’s become a big deal and a huge moneymaker; with a huge scandal involving Counterstrike GO skins and gambling.
It’s no longer simply about fun and games, but gambling and real money at stake. And this presents today’s topic: Should video games be set up for economy systems?