![]() I don't think many people will feel the same way when they're asked to pay $30 before they can even start getting addicted. ![]() Once they've spent hundreds of hours progressing, it's not difficult for some people to justify spending money here and there to make things a bit faster. Microtransactions work for this game style because you can take advantage of all the time people feel like they've "invested" into the game. I honestly don't think that charging people up front will work, especially not at a $30 price point. ![]() They're a great demonstration of how the illusion of progressing at something is all you need to keep people interested, even when the only thing they're progressing towards is. I'm really surprised to see this from a company that makes, of all possible genres, clicker games.Ĭlicker games usually have almost no actual gameplay, and pretty much only interest people because they exploit many of the same type of psychological tricks that free-to-play games use to keep players hooked. ![]()
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