<story><title>Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO</title><url>https://www.pocketgamer.biz/interview/79190/unity-ironsource-john-riccitiello-marc-whitten-merger/</url></story><parent_chain><item><author>actinium226</author><text>Compulsion loop does sound rather dystopian and &amp;quot;attention-hacking&amp;quot; but it&amp;#x27;s interesting that he says &amp;quot;two minutes when it should have been an hour,&amp;quot; instead of the other way around. An hour long compulsion loop sounds like it could be an immersive experience.&lt;p&gt;That said, I&amp;#x27;m not hearing nice things about IronSource and it sounds like maybe there&amp;#x27;s better ways to get user feedback than the particular implementations they&amp;#x27;re using and are going to use with IronSource.</text></item><item><author>wyldfire</author><text>&amp;gt; “I’ve seen great games fail because they tuned their compulsion loop to two minutes when it should have been an hour.&lt;p&gt;A &amp;#x27;compulsion loop&amp;#x27; sounds bad to me, I&amp;#x27;d never heard the term before.  Although if I try to take a step back I suppose this term could be used to describe any game and not just one of the lootbox-mania or idle games.&lt;p&gt;However, the wikipedia article [1] states:&lt;p&gt;&amp;gt; A core or compulsion loop is any repetitive gameplay cycle that is designed to keep the player engaged with the game. ...  A compulsion loop may be distinguished further from a core loop; while many games have a core loop of activities that a player may repeat over and over again, such as combat within a role-playing game, a compulsion loop is particularly designed to guide the player into anticipation for the potential reward from specific activities&lt;p&gt;For some reason, all I can think of is that game from ST:TNG [2].  I&amp;#x27;d like to say that I am somehow above it all but back when I used to play FPS games, it was probably just the same thing.  Nonstop dopamine infusion.&lt;p&gt;[1] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;Compulsion_loop&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;Compulsion_loop&lt;/a&gt;&lt;p&gt;[2] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;The_Game_(Star_Trek:_The_Next_Generation)&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;The_Game_(Star_Trek:_The_Next_...&lt;/a&gt;</text></item></parent_chain><comment><author>cmelbye</author><text>From what I&amp;#x27;ve seen of mobile games, in practice it means that it starts off fun and well balanced. Then after [x] minutes it starts to get a bit frustrating, and suddenly you&amp;#x27;re unable to make progress without sitting and waiting or banging your head against the wall. This presents a choice to the player. They can choose to put the game down until they unlock some power up that helps them pass the level. Or, they can pay money to receive the instant dopamine hit of getting back to the beginning of the &amp;quot;compulsion loop&amp;quot;.&lt;p&gt;The real dystopia is that I&amp;#x27;m 99% sure these games dynamically adjust durations, prices, and incentives based on the user&amp;#x27;s past behavior to extract as much money per hour of play as possible. Essentially a machine that identifies and preys on a person&amp;#x27;s weaknesses.</text></comment>
<story><title>Gamedevs not baking in monetization are “fucking idiots”, says Unity CEO</title><url>https://www.pocketgamer.biz/interview/79190/unity-ironsource-john-riccitiello-marc-whitten-merger/</url></story><parent_chain><item><author>actinium226</author><text>Compulsion loop does sound rather dystopian and &amp;quot;attention-hacking&amp;quot; but it&amp;#x27;s interesting that he says &amp;quot;two minutes when it should have been an hour,&amp;quot; instead of the other way around. An hour long compulsion loop sounds like it could be an immersive experience.&lt;p&gt;That said, I&amp;#x27;m not hearing nice things about IronSource and it sounds like maybe there&amp;#x27;s better ways to get user feedback than the particular implementations they&amp;#x27;re using and are going to use with IronSource.</text></item><item><author>wyldfire</author><text>&amp;gt; “I’ve seen great games fail because they tuned their compulsion loop to two minutes when it should have been an hour.&lt;p&gt;A &amp;#x27;compulsion loop&amp;#x27; sounds bad to me, I&amp;#x27;d never heard the term before.  Although if I try to take a step back I suppose this term could be used to describe any game and not just one of the lootbox-mania or idle games.&lt;p&gt;However, the wikipedia article [1] states:&lt;p&gt;&amp;gt; A core or compulsion loop is any repetitive gameplay cycle that is designed to keep the player engaged with the game. ...  A compulsion loop may be distinguished further from a core loop; while many games have a core loop of activities that a player may repeat over and over again, such as combat within a role-playing game, a compulsion loop is particularly designed to guide the player into anticipation for the potential reward from specific activities&lt;p&gt;For some reason, all I can think of is that game from ST:TNG [2].  I&amp;#x27;d like to say that I am somehow above it all but back when I used to play FPS games, it was probably just the same thing.  Nonstop dopamine infusion.&lt;p&gt;[1] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;Compulsion_loop&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;Compulsion_loop&lt;/a&gt;&lt;p&gt;[2] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;The_Game_(Star_Trek:_The_Next_Generation)&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;The_Game_(Star_Trek:_The_Next_...&lt;/a&gt;</text></item></parent_chain><comment><author>bakuninsbart</author><text>I&amp;#x27;ve developed to be a terrible gamer: Great games that are finished in 7 hours usually don&amp;#x27;t feel worth the money, while games that do these compulsion loops quickly feel like a waste of time.&lt;p&gt;I think I&amp;#x27;m not alone in that, and the few games I really enjoyed in the last couple of years were significantly text-based and&amp;#x2F;or complex simulations for this reason.</text></comment>