I can't remember where the article is that I read about all this though.
http://www.gamasutra.com/blogs/RaminShokrizade/20130626/1949... ?
> Another novel way to use a progress gate is to make it look transparent, but to use it as the partition between the skill game and the money game. Candy Crush Saga employs this technique artfully. In that game there is a “river” that costs a very small amount of money to cross. The skill game comes before the river. A player may spend to cross the river, believing that the previous skill game was enjoyable (it was for me) and looking to pay to extend the skill game. No such guarantee is given of course, King just presents a river and does not tell you what is on the other side. The money game is on the other side, and as the first payment is always the hardest, those that cross the river are already prequalified as spenders. Thus the difficulty ramps up to punishing levels on the far side of the river, necessitating boosts for all but the most pain tolerant players.
I'm not going anywhere with this, just wondering about the staggering amount of time that gets sucked into games like candy crush.
Even I am at level 450 before I kinda quit playing it.
> If those had been paid hours, how much money would they have earned in that time?
This is no different from playing other games or activities. Unless you are pushing this particular game as evil, I don't see the point of saying "he could have spent that time doing better thing than watching movie or playing game I don't like".
Also, isn't it great that I can spent my time on a single game instead of having to move on to new game all the time?