Re: Personally
@John Sanders,
"If you do not pay the game is just not that fun, if you pay (or hack the game) it becomes way too easy.
Some game companies are like Telecom companies, they are putting way too much effort into the billing/charging for everything and little on the service quality/gameplay"
I think a lot of this sort of behavious comes down to what I call "the gamification of gaming".
Everyone outside of gaming has spent the last few years trying to "gamify" everything, from shopping to education, by pulling out the accoutrements of gaming (rewards, achievements, levels etc) and tacking them onto their "customer experience".
The problem is, that these accoutrements aren't actually a game -- there's no actual gameplay in it.
I remember when the term was new, there was an article on one of the gaming sites about "gamifying education", and a leading game programmer pointed out this very problem. Traditionally, playing games was about learning -- learn the level maps, learn how to time the jump, learn how to pull off the Dragon Punch with a quick flick. Brain scans show that playing computer games stimulates learning in ways that would make teachers green with envy... but it's the gameplay that does that, not the "achievements".
For instance, a few years ago, fired up an emulator and started playing the 8-bit tie-in game to the film Platoon, a game I hadn't played in over 15 years. I completed the first level on my first attempt, from memory. I remember the strategy to beat half of the first 50 levels in Bubble Bobble. There's dozens of shoot-em-ups that I would be able to glide through on autopilot, because I've learned them.
But games have been gamified.
Remember when MMORPGs were new, and people used to complain about "grinding" and "gold-mining" as being too much a part of the game? Most of these casual freemium games are just grinding. Tiny Death Star, for example, has virtually no game mechanics, nothing to learn and nothing to fight against. All you're doing is pressing buttons at partially random intervals to keep the credits coming in and to reach the next "achievement", and making a few simple decisions on what to build next... decisions that provide no feedback, so you can't learn from your mistakes.
If computer games are drugs, Tiny Death Star is nicotine. It offers no high, no real reward, but once you start on it, it dominates your life. "Just one little puff.... and another... and another."
I have uninstalled it.