There is a long list of design techniques and psychological principles that help to retain users and encourage them to spend money. Not everyone is equally susceptible to these techniques, but F2P games only need a small number of players to be profitable. Let's look at some of the psychological tricks.
Many people encounter this phenomenon in real life or traditional games. When you come to a car wash and get a loyalty card, they stamp your first few service points as a "bonus."
In fact, it's a technique that increases the likelihood that you'll b2b email list want to use the full package. People want to complete different combinations that have been artificially started for them by someone else.
In a traditional game like Skyrim, you might overhear a conversation between two characters and a quest will automatically start, or you might pick up an item and get a message telling you there are 9 more to find. You didn't decide to start the quest, but you still feel the urge to finish it. So don't be surprised if you're given the first part of a set of items in a F2P game.
Solution: It's not easy, but if you feel compelled to collect a full set of items, ask yourself who you're doing it for. Is it your initiative? Only proceed if you want to.
The effect of secured progress
-
- Posts: 94
- Joined: Sun Dec 15, 2024 4:38 am