Game Design = Group of MBA’s
This game is what you get when you fire your designers and instead replace them with a table full of 15-20 Frat house bro MBA‘s. , , Top to bottom it is 100% designed to squeeze the end user out of every penny they have until they are bankrupt in a ditch with nothing to their name other than a Max TH11. Lets pretend I’m the MBA ‘Designer’, lets check all the boxes of a classic P2W money sucking game, steps as follows: 1) Start the game with ability to grind quickly and successfully (get em hooked on gameplay), 2) Slow down the grind ability and introduce micro transactions (small but impactful, get em used to spending), 3) Crank it up, grinding becomes worthless, spending becomes exponentially more costly maintains, but maintains its effectiveness (hook line and sinker), and 4) Sit back and rake it in for shareholders, high fives, keg stands, whole 9 just like the frat house again, , Recommendation: Classic avoid this game at all costs, if you’re over the age of 18 you will end up spending thousands without thinking, then one day years later while calling screaming at Apple Support, but your screams fall on deaf ears.
Game Design, Game Design, Game Design, Game Design
Free to Play Mechanics, Grindability, In-App Purchases, Value for Money
Negative, Negative, Negative, Negative
Game Design - Free to Play Mechanics - Negative, Game Design - Grindability - Negative, Game Design - In-App Purchases - Negative, Game Design - Value for Money - Negative
### USER:Game Design = Group of MBA’s, This game is what you get when you fire your designers and instead replace them with a table full of 15-20 Frat house bro MBA‘s. , , Top to bottom it is 100% designed to squeeze the end user out of every penny they have until they are bankrupt in a ditch with nothing to their name other than a Max TH11. Lets pretend I’m the MBA ‘Designer’, lets check all the boxes of a classic P2W money sucking game, steps as follows: 1) Start the game with ability to grind quickly and successfully (get em hooked on gameplay), 2) Slow down the grind ability and introduce micro transactions (small but impactful, get em used to spending), 3) Crank it up, grinding becomes worthless, spending becomes exponentially more costly maintains, but maintains its effectiveness (hook line and sinker), and 4) Sit back and rake it in for shareholders, high fives, keg stands, whole 9 just like the frat house again, , Recommendation: Classic avoid this game at all costs, if you’re over the age of 18 you will end up spending thousands without thinking, then one day years later while calling screaming at Apple Support, but your screams fall on deaf ears. ### ASSISTANT: Game Design - Free to Play Mechanics - Negative, Game Design - Grindability - Negative, Game Design - In-App Purchases - Negative, Game Design - Value for Money - Negative )))
### Review: title: Game Design = Group of MBA’s, content: This game is what you get when you fire your designers and instead replace them with a table full of 15-20 Frat house bro MBA‘s. , , Top to bottom it is 100% designed to squeeze the end user out of every penny they have until they are bankrupt in a ditch with nothing to their name other than a Max TH11. Lets pretend I’m the MBA ‘Designer’, lets check all the boxes of a classic P2W money sucking game, steps as follows: 1) Start the game with ability to grind quickly and successfully (get em hooked on gameplay), 2) Slow down the grind ability and introduce micro transactions (small but impactful, get em used to spending), 3) Crank it up, grinding becomes worthless, spending becomes exponentially more costly maintains, but maintains its effectiveness (hook line and sinker), and 4) Sit back and rake it in for shareholders, high fives, keg stands, whole 9 just like the frat house again, , Recommendation: Classic avoid this game at all costs, if you’re over the age of 18 you will end up spending thousands without thinking, then one day years later while calling screaming at Apple Support, but your screams fall on deaf ears. ### Analysis: categories: Game Design, Game Design, Game Design, Game Design, aspects: Free to Play Mechanics, Grindability, In-App Purchases, Value for Money, sentiments: Negative, Negative, Negative, Negative )))
### Review: title: Game Design = Group of MBA’s, content: This game is what you get when you fire your designers and instead replace them with a table full of 15-20 Frat house bro MBA‘s. , , Top to bottom it is 100% designed to squeeze the end user out of every penny they have until they are bankrupt in a ditch with nothing to their name other than a Max TH11. Lets pretend I’m the MBA ‘Designer’, lets check all the boxes of a classic P2W money sucking game, steps as follows: 1) Start the game with ability to grind quickly and successfully (get em hooked on gameplay), 2) Slow down the grind ability and introduce micro transactions (small but impactful, get em used to spending), 3) Crank it up, grinding becomes worthless, spending becomes exponentially more costly maintains, but maintains its effectiveness (hook line and sinker), and 4) Sit back and rake it in for shareholders, high fives, keg stands, whole 9 just like the frat house again, , Recommendation: Classic avoid this game at all costs, if you’re over the age of 18 you will end up spending thousands without thinking, then one day years later while calling screaming at Apple Support, but your screams fall on deaf ears. ### Analysis: categories: (Game Design, Game Design, Game Design, Game Design) aspects: (Free to Play Mechanics, Grindability, In-App Purchases, Value for Money) sentiments: (Negative, Negative, Negative, Negative) )))
Instruction: Extract triplets of category - aspect - sentiment, from the given Input. Each pair should include the category, the specific aspect within that category, and the sentiment expressed towards that aspect. Input: Game Design = Group of MBA’s, This game is what you get when you fire your designers and instead replace them with a table full of 15-20 Frat house bro MBA‘s. , , Top to bottom it is 100% designed to squeeze the end user out of every penny they have until they are bankrupt in a ditch with nothing to their name other than a Max TH11. Lets pretend I’m the MBA ‘Designer’, lets check all the boxes of a classic P2W money sucking game, steps as follows: 1) Start the game with ability to grind quickly and successfully (get em hooked on gameplay), 2) Slow down the grind ability and introduce micro transactions (small but impactful, get em used to spending), 3) Crank it up, grinding becomes worthless, spending becomes exponentially more costly maintains, but maintains its effectiveness (hook line and sinker), and 4) Sit back and rake it in for shareholders, high fives, keg stands, whole 9 just like the frat house again, , Recommendation: Classic avoid this game at all costs, if you’re over the age of 18 you will end up spending thousands without thinking, then one day years later while calling screaming at Apple Support, but your screams fall on deaf ears. Output: Game Design - Free to Play Mechanics - Negative, Game Design - Grindability - Negative, Game Design - In-App Purchases - Negative, Game Design - Value for Money - Negative $$$