Not sure relaunching a game with proven theft issues is wise, but best of luck for Paradox I guess. I won't touch it with a ten foot pole.
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when talking about dependency there is a distinction from physical dependency and psycological , in this game there is barely a "action\reward" dependency push . and this is way over the top of talking about making this kind of "market practice" as illegal .
there is no gambling in the game, all that it gives you , its exatly what you pay for ..
again, gambling dependecy is something that is born from the idea that the "next time will be the one" , and this game doesn't have something like this, only frustating you in time-consuming procedures and offering you an easy solution for money .
well, i mean, if you go so deep on the malfuctioning dopamine , gaming its not realy the only problem in your life, since you can get addicted to anything that give you any easy sadisfaction . then again, its not the job of companies to take care of special cases .
Not really sure what you want to say here. Physical addictions are pretty much always accompanied by psychological ones, just as psychological addictions pretty much always have physical component. This is a default position of neuroscience today and it is hard to refute. Saying that you are against ethanol and nicotine addictions but alright with dopamine is pretty weird.
Yes, people do get addicted to a lot of things. But there is a difference between a special case when someone develops an obsession with a company's product (there is a case of a person who watched same movie in theater for 30 times) without a firm's intention to get that, and a special case when such a person is actively hunted upon by a company that developed a dopamine generator trap knowing full well what it is doing. In the first case it is a personal tragedy, in the second it is an unethical business practice.
I realy don't want to force a moderator to delete my\our post again .
so i will try to stop this by saying that it is right that those element are both present , but the difference from psicological dependency and physical dependency its that you can cure psicological dependency anytime ( and i'm not saying its izy) but the phisical dependency require most of the time a gradual reduction of the drug, because its not only your mind that require it ( with varius reasons, even dopamine) but litteraly your body require said substance , and stopping it without knowledge and abrudctly may have grave repercursion .
and there is difference from what generate the dependency , if you started the dependency by psicological factors, or if the drug ( like eroine) generate immediate phisical dependency .
paragonating microtransaction to eroine , its going over the top .
again, this is a society bias idea , you don't go around calling cigarette\alchool companies as drug dealers , but start assaulting a compani as "unethical" because they usa a microtransaction in a free game ( that actualy, don't require to use money for it any of it, if you looked at the game ; they just made mental pressure by the time consumption , its a soft p2w meccanic) .
so, you start calling any society that work with dependency inducing "products" that try to look for potential aquirents , and i will have nothing against your argument .
The fact that Paradox as a publisher is still trying to double down on this garbage is really concerning. All I can say is that I'm disappointed, I wanted to believe you're above this, but turns out you're not.
again, gambling dependecy is something that is born from the idea that the "next time will be the one" , and this game doesn't have something like this, only frustating you in time-consuming procedures and offering you an easy solution for money .
It sounds like PDX should have made their mobile game(s) themselves and in good PDX tradition rather than trusting it to a shady ill-reputed company.
What's this about a $150 macrotransaction?
Sadly (but also logically), no publicly traded company in its right mind is. Once you let finance rule you, you will obey what finance wants first and foremost - the biggest possible piece of the cake. To expect otherwise would be foolish, at best.
And to be clear, I'm not endorsing this mind set, nor the commercial behaviour that comes with it.
What is PDX's stance towards microtransactions and monetization models that have been shown again and again to be exploitative and harmful to those who fall for them, and why does PDX insist on using those very same practices as opposed to opting for a less harmful (even if then less profitable) approach?
I can think of only two reasons myself. Those people are either very rich, and eager to squeeze any bit of fun they can get from any kind of source, or, if not, in very big psychological distress. Probably the latter, since I hope that well-off people have way more amusing and satisfying things to do with their time and money.Currency pack, spending behavior on mobile indicates that a very small number of people buy a bulk load of currency then spend it over a long period of time. Don't really understand why anyone would do this, but that's why it is there.
From a purely financial standpoint, I don't think there's such a difference between "reaching more players" and "making more money". Maybe I am the cold-hearted one here, but they do seem pretty equivalent to me. Although no two players are absolutely equivalent in how much money they bring. And that's probably why PDX is making a push in the mobile gaming market now. Big, big, and juicy market, full of compulsive spenders. Many many dough to be made, I'm sure.Well, we need to make money sure, but the strategic intent is actually to reach more players, the same reason we did console, if premium would work on mobile, we would've done that.
What is PDX's stance towards microtransactions and monetization models that have been shown again and again to be exploitative and harmful to those who fall for them, and why does PDX insist on using those very same practices as opposed to opting for a less harmful (even if then less profitable) approach?
Not sure the company has an official stance, but in regards to how I've been planning our approach forward for strategy games, we're interested in finding more acceptable ways to do free to play. First, we need to build knowledge and understanding though, then we can expand to trying our own things.
Its actually a topic I'd love to talk more about, but this isn't the right place for it.
How about on the Paradox Podcast or a talk at PDXCON?
@Dnote I appreciate you engaging in the dialog with us players amidst the criticism gushed in PDX's direction. It's reassuring to know that PDX keeps its focus on making solid games with healthy monetization model (namely premium games with DLCs). You guys are good at what you are doing and it's great you're keeping it up.
Regarding mobiles, I'm curious if you considered "f2p + payed DLC" model as an alternative? Some mobile versions of board games do payed DLC (Ticket to ride, Carcassonne, Pandemic).
Those titles also charge for the base game though because they are already famous and popular enough to ask for money upfront. But if like you said Stellaris is not THAT popular (yet), making the base game free could work to hook people up and convince them to invest in expansions over time.
This model would probably take much longer to return investments than microtransaction-based quick cashgrab but wouldn't long-term strategy benefit from good reputation and high esteem among devoted player base?
PS: if this is not the right place to talk about these things, would would be the right place? Looks like a lot of people are interested in this topic.
I was thinking of hijacking a live stream at some point, probably a Stellaris one given that's our current mobile game.