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When I got my first smartphone (not that long ago) in my naïvety I installed some random free game from the Google Play store to see how obtaining software works. I don't remember which game it was, but I remember being stalled a couple minutes in, being offered some kind of upgrade that I could buy in order to progress in the game. With real money.

With. Real. Money.

I'm baffled that no one else here (although I'm sure there's plenty of us) seems to be baffled at the mere concept of playing a game and being asked in that game to spend real money in order to make it fun to play. If the commercial success of your "game" depends on it, I will not steep so low as to discuss whether that tactic is legitimate in this particular case or not. In my world, it's not, nor will it ever be. Make a game that's fun to play and then sell it. If you can't do that, bad luck. Or try harder. Or go make something else that has value in and of itself.

I feel stupid now for writing this comment. It's an overly dramatic one that probably no one will read, and it's kind of off-topic anyway. But I really feel like pointing out how I can't wrap my head around the concept of in-game-charges, and how such a lame, opportunistic thing could worm its way into mainstream game creation.



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