I hate these glorified slot machines, I hate the companies that make them, and I do think it's unethical to prey upon children and regular people with bad judgment, but my guess is that the average "whale" is far too wealthy to deserve your sympathy. As a different example of the same idea, do you feel bad for the celebrities that spend hundreds of dollars for a drink at an exclusive club?
Good article that got passed around in my office on Friday. People who are 'gamers' and by extension people who make games tend to look at "whales" as gullible stupid people but a lot of us tend to exhibit the same behaviour about other things all while congratulating ourselves for not pay 5 bucks to support a game we've played for 50 hours.
That said I think there is a really really fine line you have to walk to keep your IAPs "ethical" and it's very temping (and profitable) to fall on the Candy Crush side of things.
If someone spent $30,000 on my digital cards, I'd look him up so that I could sleep at night and not worry that his kids are going hungry because of this.
(I'm not someone who sells these kinds of things, so I'm fully aware this is largely armchair quarterbacking.)
Creepy. I can't understand why anyone on HN thinks it's acceptable.
Using that information for other reasons without informing me is a clear, unambiguous, invasion of my privacy. It's probably not legal in the UK.
Tl:dr yes, it's creepy. Especially in the context of a game dev.
It gets "unsavory" when you're focusing more on designing the perfect skinner box than actually creating a game. I think games are all about the feelings and mental states you get into when you play them. An action game gets your adrenaline pumping, competitive ones especially so. Strategy games require incredibly deep thought to stay one step ahead of the enemy. Puzzle games really stretch your brain to the limits of logic (or maybe they're just bullshit). From my experience, the games that people malign when they talk about mobile games and "social games," on the other hand, promote nothing but anxiety, and use it as a tool to wedge themselves into your subconscious so that you will fork over more cash into their creator's pockets. See the common practice of games based around waiting for something to happen, and bugging you with an alert whenever it does. I don't think very well of people that create things (I won't dignify them by calling them games) that do nothing but prey on anxiety, compulsion, and our attractions to flashing lights.
It's the difference between creating something that people will pay $50 to experience, and creating something that is engineered to repeatedly exploit our basest negative emotions. These games are in some senses worse than heroin, because at least heroin is fun while it lasts.
Jonathan Blow does the topic far more justice than I can at the moment (what am I doing, it's way too late to be drink posting on HN...) in his talk "Video Games and the Human Condition"[1], if you're interested. It's nearly two hours long, but I believe it's very much worth your time.
As for "why do other startups not get shit for this," I think there's a big difference between A/B testing different versions of your game's site to see which version results in more "conversions" or whatever it's called, and designing your entire "game" around frisking people at every turn and being the best darn frisker you can. Not to mention the ones obviously marketed to children, which reasonable people agree is one step removed from turning up at your local elementary school with a trenchcoat full of free samples.
(I have no idea who you are or what games you make, so don't take these comments personally, this is just my general opinion of the mobile games I've tried. If it (or especially Jonathan Blow's talk, because he's much more eloquent than tired, drunken me) rings close to home, however, it might not be a bad idea to download a pack of the 1000+ NES games and try a few at random for a reminder of what playing a real game is like)
I don't know if MBAs have different jargon, but the term in economics is "price discrimination"/
The same sort of thing happened so mid-90s pay-per-second or pay-for-items games on what we now call dumbphones (ie. java games). They were regulated, essentially demanding up-front information about what they charge and an option to disable it on the telco contract (effectively giving parents a way to disable it for kids, and everyone a way to disable it for themselves), and their market completely dried up. This happened after several high-profile court cases where the telco was preventing from charging large amounts to kids (think $30k-40k). You can't find them anymore at all.
And that's just fine by me.
http://en.wikipedia.org/wiki/Jamba!
And the last link on the page goes to:
Which is a site for people who have been fraudulently charged, with comments from within the last few months.
The main reason it's different for game developers is that in most instances, in-app purchases will undermine the integrity of the game more significantly than for other kinds of apps. Indeed that is the main point of the OP ("There is no game here.")
If you add a rule to chess where you can pay cash to put a taken piece back on the board, you don't have chess anymore. Additionally, consider that videogames are often escapist entertainment that people play specifically to get away from real-life financial pressures or wealth-based status sorting.
It was very interesting to introspect on the self-rationalization, etc, all the while understanding that I was BS'ing myself and also understanding the tricks they were using. It was addiction, pure and simple.
Now, part of the reason I didn't stop sooner was that I can afford that, although it's not a good use of my funds. That was actually built into the rationalizations: Oh, if I'd taken the car to work today I'd have spent $20 on parking, and $15 on lunch, so I'll just take the subway and bring my lunch tomorrow ...
In both cases, I initially considered the games vapid, but my friends got into it, and I wanted to have stuff that was as good / better.
I don't have any essential ethical problems with the question. I have two concerns.
(1) They're called "games" when they're not really "games."
(2) The socio-economic implications of a system where it's easier and more profitable to sell to 50 people willing to pay $30,000+ than to 1.5 million people willing to pay $2.
> It would cost us nothing, all virtual bits anyway.
I see a contradiction here.
Remember that there is a lot of money out there. If you're a millionaire, a billionare has 1000x more money than you. His $30,000 is your $30.
What about someone who spends $30k to get their Aston Martin repainted in chrome paint?
People have to be careful here - this is clearly consensual behaviour as long as they know how much they are spending as they purchase. Everyone wants to compare to gambling - I detest gambling and never do it - I would cautiously support moves to rein in an ever-expanding gambling industry - but at the same time if people want to spend money on entertainment, even all of their money, I find it hard to come up with a suitable argument. People can spend all their money on all sorts of weird obsessions, but these shouldn't be reasons for outlawing the behaviour for the majority of people who get along just fine.
Right. Many apps are designed to be effective Skinner boxes bypassing the brains logic to push at the base responses in order to initiate a "player" to want to continue without engaging their executive functions. Games like Candy Crush and Bejeweled play ever trick possible to part users from their cash.
It's more like having a bar and when the mark is drunk you waft a cheeseburger under their nose, flash subliminal messages on the video screens, pay beautiful people to sit eating cheeseburgers, tell them all their friends ordered one and finally selling it for 3 tokens [$1000] because you know they won't then notice the cost. Oh plus wash that burger down with a beer that's suddenly $500 because arbitraryTimeLimit just ran out.
Most obsessions that people spend silly money on aren't carefully designed to be obsessions. Those that are - smoking, gambling, drinking - are often tightly controlled.
Nightclubs, so far as I know, don't have systems of their own currency specially designed to hide the dollar amounts of their drinks, for example. They also, where I am at least, have to post prices and are by law required to stop serving people who're drunk [though I hesitate to guess how often that law is flouted].
Your position on gambling seems contrary to your position on other for money gaming.
It is simply not your place to decide for others how they should get their dopamine, or how much they should be paying for it.
It is clear that they are undertaken with free will, and ended similarly thereby. All of AA and everyone who's ever quit smoking stand as evidence.
The ones who actually want to quit, do.
It's unfathomable to someone who hasn't smoked.
Should we factor this in, or is public health department a nanny state intervention?
Playing the "no one's pointing a gun to your head" card and claiming it is therefore "non-coersive" in defense of targeting and manipulating addictive behavior may very well be profitable but it's delusional and downright dishonest to everyone, including yourself, to think it isn't exploitive and conducive to serious personal and social issues. You need look no further in the historical record to see how this plays out than the tobacco and alcohol industry.
That is not accurate.
If you're really interested in continuing to debate whether your perspective of addiction should be adopted by others feel free to search Google for "addiction" or "is addiction a lifelong problem" or if that's something you don't have time for start with the first Google result I pulled up: http://aspe.hhs.gov/hsp/subabuse99/chap2.htm
There are plenty of other, better, sources that will provide more thorough descriptions of both the physical and psychological characteristics of addition. Practically all of them acknowledge that addiction, once attained, does not grant an individual the luxury of choice as you entertain it. One can certainly choose to seek the tools to control the impulses of addiction through willpower (be it internally or externally inspired), but that will never mean they can choose to make the underlying addiction go away and never bother them again at any point for the rest of their lives.
Have you ever met a "former" addict? Plenty will tell you it's not as simple as that, unless you're using your own novel definition of "choice," "free will," and given studies generally show genetic predisposition is a factor, "born with."
The lines of free will and accountability are blurred by things like mental illness, addictions, childhood naivety, etc.
If you want to make your business about manipulation of the customer, don't pretend to be morally pure. You are scum.
That's not the case. People choose to stop being addicted to things all the time.
I think every time I hear "you should eb ashamed" the free market guy SHOULD stand up and say NO, morality is actually whining that someone should be coerced into doing something they wouldnt want to selfishly do. If there is a market for your thing then caveat emptor.
Screwing your clients? The market will decide whether you can keep operating.
All consensual and non-coercive transactions are ethical.
Another contractor and I are bidding to build a website. The customer is a guy in his 90s who wants a website for his antique furniture shop. The customer requirements aren't water-tight as he's not really into computers. For example they don't say the website should be accessible from the public internet or that I should hand over the source code and hosting credentials. My competitor has bid $1000. Is it ethical for me to bid $900 then later to demand an extra $200 to connect it to the internet, work that only I can do?Whether software contracts include that same kind of verbiage, I don't know.
Both transactions were consentual and noncoercive. There were no threats of violence. An adult business owner signed a contract for services which were provided exactly as specified. The customer didn't have to agree to the first, poorly negotiated contract. And they don't have to pay extra for the extra services later on - it's entirely their choice.
It's no more extortion than if you need a new ink cartridge for your printer and you find they're expensive.
I put it to you that the situation I've outlined is unethical, even though it's consensual and non-coercive.
Another example is the phone scammers offering 'virus fixes'. These are generally in violation of different laws.
A half-way competent attempt to examine this issue would need to dig deeper into the meaning of "consensual", "non-coercive", and the fact that we are engineering these products, knowing that these cognitive biases (defects) exists.
Your dogmatic quote meets none of these criteria, and is frankly a pathetic attempt to address this complex and well-studied problem.
How the hell would this be ethical, no matter how consensual and non-coercive it is?
The money is not a college fund. Your customer's previously-held inaccurate predictions of the future turned out to be false. He changed his mind. Your assertion that it "is intended for paying for college" is false. It is intended for paying for roulette.
It is not your right to choose for others how they spend their money.
Stop trying to control other people because of your certainty in the belief that you know what's best for them.
It can be better to temporarily infringe someone's rights if it stops them from doing something that they will regret for the rest of their life.
No, this is false. You're incapable of guessing what other people may or may not regret with enough accuracy to use it as a justification for infringing upon the rights of others.
Furthermore, most are heavily influenced by societal norms and customs, making this even more dangerous a justification when used against the rights of those with eccentricities or nonstandard tastes or lifestyles.
It's never ok to infringe upon someone's rights.
A question: how do people find themselves "in the clutches of an addiction"? How do they escape? Could it possibly be their own free will to decide to smoke the first cigarette, or their individual decision to walk past the bar without going in, on their way home from AA?
Do you agree that it's right to have age restrictions for buying and selling alcohol?
You realise that many alcoholics start drinking when they're children?
People are social creatures. Trying to ignore that and treat everybody as isolated individuals ignores those.
Clearly it would be immoral for you to intentionally provide a source of liquidity for stolen goods. How does that show anything about your gambler?
Often legality and morality do align (but really not as often as you'd think), and this is fortunate, because it allows good people an easy mental short-cut for weighing one's actions based on legality (and punishment), as well as protecting the weaker-willed parts of society that often end up on the wrong end of moral decisions by people like sneak, who'd let people drink themselves to death because if everybody was completely free they'd surely decide out of their own free will to do what's best for them and nobody would ever prey on the weak-willed like that, ever.
Convince my girlfriend of that.
Seriously, though, it doesn't even pass the laugh test. People control their own circumstances. Making those circumstances available to be chosen does not alter the source or responsibility of those decisions.
Smokers choose to smoke. Gamblers choose to gamble.
Proof lies in those who subsequently choose to stop.
You always have free will, even if you aren't using it at the moment.
You are assuming that what one person can do, the rest of the population can do with a similar amount of effort. This should be self-evidently false.
Some people can stop addictive behavior with relatively little effort, other people need external help and tons of effort, and other people will literally prefer to die before stopping.
The only way to say that the latter two groups "don't actually want to quit" is to redefine "wanting to" in terms of "being able to", which makes your argument circular.
Where did you get this view on ethics? It certainly isn't most peoples view, for sure.