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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)PA
Posts
6
Comments
1,144
Joined
2 yr. ago

  • There are many many examples of predatory uses of in game currencies, but here are some big reasons devs use them besides being scummy.

    • Giving currency for free: giving people real money isn't something any dev wants to deal with, so giving in game currency allows this to happen. This also applies to games where you can convert free currency to premium currency.
    • Local currencies: currency packages can be set to local prices without having to localize the in-game economy itself. This simplifies development a lot.
    • Weak promotion support on distributor platforms: believe it or not, iOS and android have incredibly weak promotion and sale support. By giving in-game currency, it gets around that failing of the platforms because the game can do whatever it wants with the in-game currency.

    Transparency is good, but let's not throw the baby out with the bathwater.

  • I known I'll like the game (the franchise is one of my all time favorites), it just had a lot of technical problems on launch so that's what I've been waiting to see improved. Sounds like it might still be kinda rough based on the first part of your comment.

  • That's cool! I made tons of stuff but most of it never got finished or released cause I just kept starting the next thing. Probably the wildest thing I ever made was a prototype for a sidescrolling platformer in wc3. It had keyboard movement and ability usage, jumping, a heart counter in the top left, enemies, powerups... It was kind of janky but it worked surprisingly well considering what I built it in.