There's been a quiet war for decades between people who want to design games as art, and people who want to design them as a predictable recurring revenue stream. I'm not sure what iteration we're up to now.
There's been a quiet war for decades between people who want to design games as art, and people who want to design them as a predictable recurring revenue stream. I'm not sure what iteration we're up to now.
Roger Sharpe [1] saved pinball by demonstrating it is a game of skill.
RE: art vs profit I think there is room for both. Games are probably the best example of that. Game designers are very much artists but they are also engineers and business people.
That's also a slippery slope of an argument. Poker players claim that they are not gambling. Early stage addicts claim they are not addicts and can stop any time. Gaming, whether the player is earning money or points, all keys in on the same addictive traits of their players. Some game devs go all in on that because it is fish in a barrel stakes for making money.
The difference matters a lot to someone who owns a bar or arcade or frequents one.
Further, conflating the meaning of words in general is just not a useful approach to learning or building consensus. Words have meaning. By respecting the meaning of words we can convey complex ideas with simple language.
Saying alcoholics are basically gamblers because "what's the difference" is about as useful (read: not) as arguing that FAANG should be broken up because "monopoly". The words matter and when you use the wrong ones the merit of your argument can be easily dismissed on the semantics. It's just not persuasive.
I never equated alcoholic are gamblers. I said they are forms of addiction. I'm beating the drum that some game devs are targeting addicts. That's the direction I will continue this conversation as. Where ever you're going with I will no longer follow
Yes, with repetition, you can eventually learn to beat Ghosts and Goblins on a single quarter, but the game is not going to just let you do that on the first try. Games of that era are designed to lure you in, then kill you with something completely out of nowhere after your 3 minutes are up and it's time for the next person in line to put in their money. This self-reinforced when you saw someone who had put in the reps getting really far on one credit, so you would think you can do that. But no, you can't. You die at the end of the first stage like everyone else.
It's not gambling, but it's still designed to extract money as efficiently as possible.
Well sure the games tend to be skill based, but arcade machines were also novelties, like the little peep-show movie clips where you turned the crank and looked inside, or the "fortune teller" and some others. Skill games seem better because there is more replay value though.
But games with persistent inventory like World of Warcraft are different than PacMan machines, because you could sell your items for real money.