As our Tim Clark wrote when he complained about live service games wasting players’ time just to boost phoney player engagement numbers, “almost everyone reading this will be familiar with games that use predatory design in order to keep players logged in, whether that be to juice those all-important Daily Average User numbers so beloved of shareholders, or just in the hope that you might crack and drop some dollars in the MTX store.”
The main example he gave was of Hearthstone’s revised weekly quest system, which tripled the targets players would have to reach to clear those quests while only offering an additional 20% boost in experience points. It was not a popular change, to say the least.
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