I recently had to travel to Las Vegas for work and was lucky enough to have some time to get out and see the sites.
For me, that is the percentage of current mobile “games” which are complete garbage. What would be a fantastic start to resolving this situation would be to move all “games” with in-app purchases from “Free” over to “Paid”.
So, who exactly is to blame for the state of mobile gaming then?
Unfortunately, the majority of the blame lands squarely on the users. I’ve lost track how many times I’ve heard people unwilling to even pay so much as $2.99 for an app. Realistically you cannot make a premium mobile game and survive on that kind of money. Think about it. How do you pay staff on a game that people pay for once and so little? The days of the $0.99 cents Angry Birds (which itself has become full of microtransactions) are long over.
“Wait a minute! It sounds like your advocating for current practices! I’m confused?”
No. The current, insidious, predatory practices of nickel and diming the public are going to doom the entire genre unless pulled way back. Yes, yes, that’s a lot of hyperbole but I think people are already starting to get sick of it. The trend is to make the waiting for things to happen so positively irritating that you will decide to fork over some cash. For a quality, feature rich game, I have no problem paying in excess of $15 as a start.
EA’s take on the beloved classic Dungeon Keeper is a shining example of what is wrong with the industry. Now, it should be no surprise that EA is among the worst of these but this, with this franchise, was just so terribly disappointing.
Then, let’s not forget the Warner Brothers title for the “children”, Harry Potter, which strangles your character for a long time unless you pay to speed up his/her rescue… I am not making that up.
I want to echo one of the points from Feature Creep in that many of these are not even real games. They are excuses to make you keep paying or wait. In the game “Boom Beach” a simple upgrade to a character takes 2 1/2 days.
This is gambling. Period. Even if the items are not paid to win items it is still a form of gambling and parts of the world are starting to take notice.
It is difficult to say how this will turn out or how the industry will find a new way to claw money out of us but I think it’s a positive step. Making “AAA” games is not cheap but this exploitation is not the answer.
If done properly this could actually work. Any game which has a backend to support or wants to continue to put in new features simply cannot work on a single payment. Nor do we want them to resort to loot boxes and other microtransactions.
Perhaps a “complete” subscription would be the answer. Thus unlocking all features, all characters with no further money required. The drawbacks are of course there’s only so many subscriptions which people are willing to pay for so if subscriptions become the norm the number of games people play will greatly diminish.
In the end, I do not think there is any easy answers to the problem. I can say without a shadow of a doubt the current trend is poisonous.
Recently I started to get my hands dirty with learning more about DevStack which is a quick way to deploy OpenStack to test with. As with many of open source projects like OpenStack, OpenShift and Cloud Foundry I find the documentation often to be sorely lacking on specifics. In some cases I cannot explain why, in others it’s because they want you to use the paid version instead.
My stepup is on Ubuntu 18.04.1 and the local.conf that I used is below. All I can say is that this worked for me to just get it installed. How exactly functional after that I have not yet gotten to but hopefully this helps someone get started as well.
Note you will likely need to change the FLOATING_RANGE to match your network. The documentation is otherwise decent but I’ll include a few more getting started commands below:
sudo useradd -s /bin/bash -d /opt/stack -m stack
echo “stack ALL=(ALL) NOPASSWD: ALL” | sudo tee /etc/sudoers.d/stack
sudo su – stack
Create the local.conf listed below
Then lastly run ./stack
ADMIN_PASSWORD=nova MYSQL_PASSWORD=nova RABBIT_PASSWORD=nova SERVICE_PASSWORD=$ADMIN_PASSWORD SERVICE_TOKEN=nova # Enable Swift enable_service s-proxy s-object s-container s-account # Enable sahara enable_plugin sahara git://git.openstack.org/openstack/sahara # Enable ceilometer enable_plugin ceilometer git://git.openstack.org/openstack/ceilometer SWIFT_HASH=66a3d6b56c1f479c8b4e70ab5c2000f5 SWIFT_REPLICAS=1 SWIFT_DATA_DIR=$DEST/data # Check out from repos every time stack.sh is run # This is optional and can be changed to no. RECLONE=yes # By default `stack.sh` will only install Python packages if no versi# on is currently installed, or the current version does not match a # specified requirement. If `PIP_UPGRADE` is set to `True` then exist# ing #required Python packages will be upgraded to the most recent v# ersion #that matches requirements. This is generally recommended, # as most of # OpenStack is tested on latest packages, rather than ol# der versions.# The default is False. PIP_UPGRADE=TRUE # host ip HOST_IP=127.0.0.1 # Change the FLOATING_RANGE to whatever IPs VM is working in. In NAT # mode it is the subnet VMware Fusion provides, in bridged mode it is# your local network. But only use the top end of the network by usin# g a /27 and starting at the 224 octet. FLOATING_RANGE=10.0.1.224/27 # Logging # By default ``stack.sh`` output only goes to the terminal where it runs. It can be configured to additionally log to a file by setting ``LOGFILE`` to the full path of the destination log file. A timestamp will be appended to the given name. LOGFILE=$DEST/logs/stack.sh.log # Old log files are automatically removed after 7 days to keep things neat. Change the number of days by setting ``LOGDAYS``. LOGDAYS=2 # basic syslog settings SYSLOG=True SYSLOG_HOST=$HOST_IP SYSLOG_PORT=516