https://www.blog.udonis.co/mobile-marketing/mobile-games/mob...
https://www.blog.udonis.co/mobile-marketing/mobile-games/mob...
This blog post by their head of product is a great example of the problems in the industry—he talks gleefully about all the manipulative techniques he pulled in from Zynga, and doesn't seem to have any clue that he's sacrificed the mission in pursuit of relentless growth.
https://www.lennysnewsletter.com/p/how-duolingo-reignited-us...
I feel for that lone engineer with 4 people breathing down the back of his neck.
It's kind of sad, that in the pursuit of cashing in on their "whales" that they've essentially neutered it as an educational app.
The viewport is a small number of inches, the types of games are wholly different, the controls are awful.
These are not only different consumer segments, they're wholly different products. The FTC is making the right call.
In my other comment, I pointed to this post by Duolingo's head of product as a good example of someone talking openly about exploitative practices without even really seeming to see the problem. This is honestly mild on the scale of industry discussions of how to manipulate people into giving more money.
https://www.lennysnewsletter.com/p/how-duolingo-reignited-us...
The game design patterns aren't new nor novel. Retaining players with repetitive grinds, using guilds to create peer pressure to stay, daily rotating events with a trickle of currency used to obtain desirable characters/gear. You could trace all that back to WOW and several Korean MMOs. The only difference is that they can reach a wider audience now, some of which they drew in from the console market.