“Would you like to quit? No or Yes?”
Yes
“Are you sure you want to quit? No or Yes?”
Yes
“Click yes to return to the game. Yes or no”
You know what I’m talking about.
What’s the point of all that, boosting the “play time” stat?
The player’s not really playing the game though, they’re trying to quit; so it’s a false measurement if it’s being included in that stat.
My theory is that the easier it is to quit the game, the sooner the player will come back and play more and the happier they will be with the game experience overall.
I expect this has been tested, somewhat, only far enough to see that initial boost, but not long enough to see the long term decline as the player’s enjoyment of the game diminishes.
It’s not just in games of course, we can see this exploitative model being employed pretty much everywhere - just try to find a working class job that doesn’t have a fancy title like “Technician” or “Specialist” - that’s not really what those words mean, but it’s probably saves the companies $0.50 an hour the workers would be paid if they were given less glamorous sounding titles.
In the long-term they’d be happier, and have better lives, with the extra $0.50/hour, but they don’t get the chance to think about it, nor any choice in the matter.
Better morale means more productivity, less turn over, better quality, etc.
But, it’s that initial boost that gets the attention, not the long-term decline.
Our society as a whole has so much wealth, but morale is very low and diminishing all the time.
Why?
Short-term thinking.
Loads of psychologists, psychiatrists, and sociologists are being employed to find exploits that will produce “stat bumps” as the stats across the board steadily decline.
It’s the “heroin” of our economy.