Cheating and manipulation in games
Additional content cannot be purchased in some games but is obtained through the "casino" (F95Zone system). But it's one thing when content remains available at a fixed price so that the player decides whether to risk a small amount of money to win a coveted item or hero, or immediately spend it big. It's another matter when there is no such opportunity, or it is very limited.
Famous loot boxes, "presenting" players with microscopic chances with valuable items. Some players are ready to put up with this state of affairs, but especially enthusiastic gamers are ready to take off their last shirt (or their parents) to get Messi to their football club ( FIFA ) or a beautiful wife to their squad ( Genshin Impact ).
In the case of Genshin Impact, we are dealing with a shareware game. Many players are completely satisfied with the heroes inherited as the story progresses. They get a great adventure at the expense of gamers unable to cope with their desires. But in the case of the paid FIFA series, such methods of withdrawing money from players are outrageous.
In some countries, loot boxes are already recognized as gambling and must either be removed from games or must be labeled accordingly. In other countries ( Germany, Brazil ), are just beginning to fight this phenomenon. Unfortunately, in Russia, the issue of loot boxes is not regulated in any way.
Pay-to-win (pay-to-win) - the sale of in-game goods that directly affect the gameplay. The game of skill is replaced by the game for money. This practice is unacceptable whether the game is purchased at full price or is free. After all, the developers are deliberately breaking the balance of the game.
The degree of resentment among players is directly proportional to the degree of interference with the balance of the game. One player per team “shooting gold” or using paid modules (World of Tanks, World of Warships) will not greatly affect the overall team balance. In addition, team competitions are held constantly, and not every player is ready to regularly invest large sums of money just to win the "races" between virtual farms (Hay Day). In team games, the balance is not always broken, skill still matters.
But in 1-on-1 confrontations, the battered player gets a big advantage, especially in projects where paid elements are at the heart of the gameplay. In mobile online games, one player who has invested well in upgrading his virtual castle or base can bring all other players on the server to their knees - AFK Arena, Warpath, Chronicles of Chaos, RAID: Shadow Legends, etc.
Players who are unable to contribute comparable amounts to the game will always find themselves in a losing situation, and only the one who brought in the money gets pleasure from the game. You have to either pay or part with the game, which can be difficult if money has already been invested in it.
The practice of selling all kinds of "amplifiers" in single games is no less outrageous. Regardless of whether a paid game ( boosters of pumping in games from Ubisoft) or free ( Harry Potter: magic and riddles ). The player is left alone with a broken balance, as publishers want to increase profits. Particularly stubborn players still overpower a prolonged grind or wait for the moment when they will be played in the giveaway. But this has nothing to do with the skill of the player himself.
And the cherry on top of such methods is the manipulative promotion of such purchases and sales on credit. Particularly distinguished in such extortion is Warface like Eldritch Blast 5e, the owners of which hold separate contests among the pissed-off players, handing over the "golden machine Abakan" to the one who pissed off the most.
Subscription games (pay-to-play, pay-to-play) are often contrasted with free-to-play games. World of Warcraft is a typical pay-to-play game. However, pay-to-play elements are also present in many free games. The activity of the gamer is severely limited, and the gaming session is artificially reduced. Unnecessary elements of game mechanics, such as "lives" or "energy", are introduced into the game, the player's actions lead to their loss. If the player cannot replenish energy at the expense of some game resources, then he either has to pay or wait for a while for the energy supply to be replenished (Klondike Adventures).
Often, such restrictions are combined with the sale of amplifiers (boosters). A player who does not want to spend on them at levels with a broken balance, sooner or later, will still be able to pass it. But if after an unsuccessful attempt to take away his "life", then after exhausting the supply of "lives" he will have to either wait or pay (Harry Potter: magic and riddles, Crunch Time, and other games in the genre of "three in a row").
Another way to get the extra money out of players is to delay the construction of playground structures (Hay Day) or the preparation of units (Vikings: War of Clans). It all depends on the greed of the developers. If in a mobile farm it can take several days (Hay Day) to erect a new building without accelerating, then a full upgrade of the Viking base can take months or even years (according to the players' calculations).
These restrictions on the gaming session for mobile games HuniePop 2 are very painful. Faced with such a limitation in your favorite game somewhere on public transport or a trip, the player is simply deprived of the opportunity to continue playing for free. And the combination of pay-to-win and pay-to-play methods is real extortion since gamers do not receive any guarantee of further progress (Harry Potter: Magic and Riddles). Publishers are turning these games into an arcade machine from the past that requires a coin to continue.
Displaying the cost of additional content in in-game stores in real currency can only be welcomed. It is worse when the content is sold for virtual "gold", "diamonds" or a set of several resources.
Few people will be able to calculate the exchange rate of the game currency to the real one "on the fly" without a calculator. It is even worse when there are several currencies and they have different rates. It becomes much more difficult to quickly assess the rationality of a purchase because when purchasing content, you will not see the amount in rubles on the smartphone screen.
The developers of many shareware games take advantage of this. Game currency does not always look like a means of payment. Sometimes it is disguised as a resource with a limited production rate. An in-game purchase usually looks like a "bundle". It is often impossible to calculate how much a specific resource in the kit costs.
In some games, purchase confirmation is disabled by default, or it is simply absent. One careless tap or click leads to the withdrawal of the in-game currency. Players should be vigilant and, perhaps before a major purchase, arm themselves with a calculator and carefully weigh whether they can afford such a novelty.
It's time to remember where we started this article. People play games for fun, distracted from everyday life. The manipulators from the gaming industry are breaking these rules. The modern gaming industry has established the release of crippled games, depriving the player of some of the pleasure and turning the game into an everyday routine. Games like Best grenade spots dust 2 are only inflicted to fix these flaws for your money. And then, also for your money, they will explain to you through the marketing departments that the situation is normal.