this post was submitted on 19 Nov 2023
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Hell, even subscription-based games like MMOs. After all, if you're paying every month for something, you want to get your money's worth.
That's part of why I never played WoW. I knew that I'd constantly be like "I'm paying for it I should be playing".
Funny, when I played it, it was always "wow, I'm really getting a good bang for my buck." It was a huge money saving for me because instead of going out to a bar an extra one or two nights a week, I stayed home and gamed online with friends. Never once did I think "I should play to make it worth it" I was making it worth it without a thought. lol
I had a similar thought, but moreso "i'm paying for this... why isn't it fun?" So I stopped paying after maybe 4 months.
There's a reason I used to call it World of Warcrack. That game was harder to quit than smoking cigarettes for me.
This is the real problem with subscriptions. Yes, they tend to be more expensive in the long run, but they also stress you out because you have to constantly think about whether or not you're getting your money's worth. If you buy a game, there's no stress because even if you're busy, you'll have plenty of time at some point in the future to get your money's worth.
Depends on the implementation: I liked Eve Onlines model where, yes, you had to pay the sub but your character would train skills even while offline.So at least to me there was less of this classical fear of missing out.
Ugh, don't get me started on EVE. Like yeah, there's an awesome game underneath it all, but the fact that they make you train your character in real time by reading skill books feels so scummy when they are billing you a monthly fee. Like that has such an obvious perverse incentive. You think those skill books take as long as they take because it's fun? No way. They take that long because it maximises profit.