I limitedly tolerate grind only because developers are not apparently imaginative enough to seek the better. Grind is like the husband and wife maintaining 5 jobs between them so they can: 1) Never see each other or their children, 2) own all the newest gadgets they won't have time to use, 3) redecorate their house every two years, 4) pay for an overpriced house that will be trash in half a generation, 5) boast their status with a boat they never have time to go fishing in, and then 6) complaining about those who don't see the value in their lost life. There is the possibility of playing to be entertained, however grind is never entertaining.
The highlighted is completely incorrect. Buying something on ANY MMO is equivalent to buying a ticket to go see a sports game or watch a movie at the theaters.
Gives a set time of enjoyment, but once you purchase, you are not getting any money back. PERIOD.
The only set time of enjoyment for a purchase, especially a skin, should be the length of time the servers are turned on. Providing the dollar vote is an investment for continuing the actions of the company. They have not received any dollars from me since DR. The rankle factor has been increasing with me since first overhaul of the crafting system. When they do originate something decent - like the episode idea, they abandon it.
and yet more and more people come on these forums and expect cheese to go with that whine they prepared. too often you see people making entitlement claims in general and thinking they invested into the game and hoping to devs will get the message because the customer put in some money to it. you may not see it as an investment others will however no matter how much you disagree.
Entertainment functions like a social contract between the entertainer and the entertained. The entainer should expect criticism when they fail to provide the entertainment sought. The criticism of the customer means exactly: The entertainment failed to meet the value of my dollar vote. STO rests on the laurels of hope that it will be worthy of the Star Trek title which fans see as an obligation to the Star Trek ideals they value. When the entertainment provided lacks the ethical fairness of those values, appears to be cheap or selfish, or is inherently dysfunctional - complaints are not about entitlement, but about disappointment in the product.
This is a video game, not an investment. There are no tangible rewards, there is no investment security. When the game ends your wallet WILL be empty and you the ONLY thing you will have to show for all the time and money you spent is memories.
Time spent is a tangible reward one can touch while one spends it. And you are right, there is no investment security because "lightning can strike anyone" dead, gamer or otherwise; So no planned use of things beyond the past when one used them is secure. And it is a real shame that the memories being made are not about a continuous good time from the beginning of the customer relationship til the servers are turned off.
I blame bad parenting, and that frequently misinterpreted and thus abused slogan, "The customer is always right". :rolleyes:
Yes, it is bad parenting to teach your children to comprehend the difference between a want, a need, and an obligation. Now, I have an obligation to maintain driving insurance. I have a need for food, water, shelter, and utility clothing. I have a want for entertainment. Gaming companies propose to meet the want for entertainment in return for the money a customer may spend. Enlightened gaming companies even established purchase to play and free to play models in the realization the tanked world economy left most people with fluctuating and uncertain budgets that would not tolerate a monthly charge for ephemera.
However, I will accept your implication that the customer is not always right under this perception: The one who ceases to be a paying customer is right in the reason of their choice.
Be daring, be different, be impractical, be anything that will assert integrity of purpose and imaginative vision against the play-it-safers, the creatures of the commonplace, the slaves of the ordinary. ~ Cecil Beaton
Comments
The only set time of enjoyment for a purchase, especially a skin, should be the length of time the servers are turned on. Providing the dollar vote is an investment for continuing the actions of the company. They have not received any dollars from me since DR. The rankle factor has been increasing with me since first overhaul of the crafting system. When they do originate something decent - like the episode idea, they abandon it.
Entertainment functions like a social contract between the entertainer and the entertained. The entainer should expect criticism when they fail to provide the entertainment sought. The criticism of the customer means exactly: The entertainment failed to meet the value of my dollar vote. STO rests on the laurels of hope that it will be worthy of the Star Trek title which fans see as an obligation to the Star Trek ideals they value. When the entertainment provided lacks the ethical fairness of those values, appears to be cheap or selfish, or is inherently dysfunctional - complaints are not about entitlement, but about disappointment in the product.
Time spent is a tangible reward one can touch while one spends it. And you are right, there is no investment security because "lightning can strike anyone" dead, gamer or otherwise; So no planned use of things beyond the past when one used them is secure. And it is a real shame that the memories being made are not about a continuous good time from the beginning of the customer relationship til the servers are turned off.
Yes, it is bad parenting to teach your children to comprehend the difference between a want, a need, and an obligation. Now, I have an obligation to maintain driving insurance. I have a need for food, water, shelter, and utility clothing. I have a want for entertainment. Gaming companies propose to meet the want for entertainment in return for the money a customer may spend. Enlightened gaming companies even established purchase to play and free to play models in the realization the tanked world economy left most people with fluctuating and uncertain budgets that would not tolerate a monthly charge for ephemera.
However, I will accept your implication that the customer is not always right under this perception: The one who ceases to be a paying customer is right in the reason of their choice.