Fru-Fru-Brigade

We're a Bunch of Weirdos

  • Mostly she/her

Hi! We're a fairly diverse plural system with various origins and interests! ADHD, autism, likely BPD. Uhm... Yeah, gonna work on this a bit more soon?



two
@two

I've previously talked/complained about how Spoon 3 apparently wants you to play the game a lot, as if it's a live service game that makes money by becoming the only game you play and then selling you a battle pass and cosmetic items. But Spoon 3 is a one-time purchase without microtransactions, so this doesn't make any sense. So what if I've got it the wrong way around? Maybe Spoon 3 doesn't have these systems to encourage playing it to the detriment of all other games, but more so that if you did happen to have a lot of spare time, you could play a bunch and still get consistent extrinsic rewards. And then unlike other games that offer the same thing, you'd be able to get the full experience without spending money on it beyond the price of the game.

...because what demographic has an abundance of spare time and very little money? The game is about squid kids, right?


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in reply to @two's post:

Ok, so make sure you read everything I write after this sentence in the most ghoulish voice possible.

Nintendo, as a company, wants you to buy a switch, and then buy things for the switch. In order for their line to go up, they need more people buying switches (increase daily users), or for the people who already have them to spend more money on the switch (increase revenue per user).

Even if someone is only using their switch as a spoon machine, that still means that the daily users number is up and they can go to their investors and get a nice round of applause. In fact, many investors think it's a good idea to focus on users and not revenue, because when you have users that means you can always tighten the screw later, but if you just have revenue it's harder to turn that into more users.

If Nintendo really did want to increase the revenue they got from individual users, they have options for that. (uhhh more subscription tiers, more dlcs, more spinoff games) Microtransactions are just one (pretty big) way of doing that.

And then there are probably knock-on effects that are also good, but don't matter because investors only look at metrics and not indirect impacts. (more users means better matchmaking time/network effects, a person turning on their switch more often means more eshop ads, etc etc)

Oh yeah, this is the part of it I didn't get into! What I'm thinking here is that really maximising playtime without directly seeking more revenue - which is good for Nintendo for all the reasons you mention - makes a lot of sense for Splatoon in particular, as a game series mostly targeted towards a demographic that really has the ability to spend a lot of time (but not necessarily money) on it.

(and i don't mean to imply they're doing this altruistically!)