Maybe there just arent' many of us who don't mind paying for games as long as we don't have to buy hearts and diamonds and coins and what not.
The intent is of course to form a habit, so that players habitually play the game no matter if it is still fun. Combine that with a good reward system that gives you positive reinforcement at random intervals, and you get something that is designed to addict you to the game.
You, personally, don't like time-gated content. That's fine. But it's another thing entirely to say that because you don't like it it's morally wrong. Tons of people have no problem with it and in fact enjoy being limited by how much time they can play a game per day and to slowly build up their progress over time.
Plus, for many games these things are this way for multiple reasons. For instance, Genshin Impact, a very popular game released recently has time-gated content in the way you mentioned. But it's also a game made in China, where there are rules stating that kids can't play games for too many hours during a single day. In such an environment, time-gating is a perfect solution for both the legal problem of not encouraging people to play for too long in a single day, but also as a way to prevent people from levelling too fast beyond what the game has to offer. In this latter case it's just another way of keeping people engaged until you release new content.
I've seen a lot of people struggle with this concept over the years. so I want to clarify a few things:
- People equivocate the word "addicting." That is, they switch between two meanings: "specific behavioral addiction, as defined by a schedule of reinforcement," vs. "something I enjoy a lot of an spend a lot of time doing."
- I've also seen people confuse any kind of reward in a video game (eg: beating a boss, winning in multiplayer, obtaining a high score, etc.) as being "addicting" and equivalent to various skinner box techniques noted above. (schedules of reinforcement, time gating, etc.) The problem is of course, that these things are not equivalent at all. Someone addicted to Space Invaders high scores is very much not the same as someone who threw their life away to play World of Warcraft.
- Not all games that have loot drops should be considered addicting in this sense. I would say that in hindsight, this is pretty clear. Diablo II is very addicting, but look at the forums, and check out some gameplay videos. No one is highlighting the gameplay, or boss fights, or music, or setting. They're all talking about loot drops. Whatever the developer's original intent, the gameplay of Diablo II is loot drops. Compare this with something like Dark Souls. Yes, there is loot in this game, and enemies do drop it. But except for a few achievement hunters, no one is talking about all their time spent grinding in Dark Souls. Really, the core of Dark Souls' gameplay revolves around overcoming the various challenges presented to the player.
That's an interesting point I've never heard of before, thanks for bringing it up.
Still, I think there's more to tease apart about time-gating. As a high-schooler, I spent plenty of time on time-gated games (AstroWars and OGame). From that experience I know this mechanic alone is very addictive, and I make a conscious decision to avoid these types of games now. I had my fun (particularly social type, my fiends were hooked in just as much as I was). And, I don't consider this mechanic to be a problem alone. What matters is why it's there. Is it to make the game fun, in its particular way? Or is it to maximize the players' exposure to monetization opportunities?
The root of my point is this: particular mechanics a game employs don't matter; what matters is why those particular mechanics were chosen. Intent, not engineering.
I just played a mobile game, and as usual it has a hundred different in-game currencies that you can buy with real money. Every time I finish a level there's an endless parade of meaningless "rewards", and I see some coins going into a piggybank. When it was full, I clicked it, and the game congratulated me for now being eligible to buy the contents.
The game is a clone of puzzle bobble. Like you said, none of that is making puzzle bobble a "better game". It's saying "Wow, you won/earned something! It's almost yours now, you just have to pay this tiny fee to actually have it...". I don't feel like I'm on the same side as the developer, and this is worlds apart from how Factorio treats players.
Since "addictive" still has positive connotations in gaming, I'll just call it "manipulative" from now on.