Original article: https://www.pocketgamer.biz/interview/79190/unity-ironsource...
Edit: I say this because I don't understand how it's not clear that he's driving for monetization in every game.
Original article: https://www.pocketgamer.biz/interview/79190/unity-ironsource...
Edit: I say this because I don't understand how it's not clear that he's driving for monetization in every game.
Is is "making sure the game is at all commercially viable so I can afford to keep myself alive and well fed", or "making sure that every drop of money is juiced from the customer".
Without a clear statement that he meant the latter, I decided to give him some benefit of doubt unless I have additional context (I never heard of the guy before).
Making a game that can pay for itself doesn’t really need to trick people into it. Look at stardew valley for instance, or factorio, or minecraft
You picked basically the most addictive game in existence that uses every trick in the book as your shining example. Minecraft just hides it well.
Using the term “compulsion” to describe it instead comes from a certain mindset that I believe is centered around making skimmer boxes
yes, because teams typically undertake complex, expensive, and difficult projects for charity with no intention of being paid or making any financial gain
"You are really not that price sensitive at that time"