stoneplayer
Novice
I think most of us are okay with some level of monetization in games these days. Skins, expansions, maybe even optional passes… it’s kind of expected now. But there’s always a point where it starts to feel a bit too much.
For me, it’s usually when the game begins to revolve around spending instead of playing. Too many currencies, constant pop-ups, or systems that feel intentionally slow unless you pay, that’s when it starts to kill the enjoyment. It stops feeling like a game and more like a storefront.
I’m curious where others draw that line. Is it pay-to-win mechanics, aggressive pricing, or just the overall feeling that progression is being gated?
Also wondering how upcoming games will handle this. I’ve been keeping an eye on Warvox since it’s heading into Early Access soon, so I’m interested to see what approach it takes.
Where do you personally draw the line?
For me, it’s usually when the game begins to revolve around spending instead of playing. Too many currencies, constant pop-ups, or systems that feel intentionally slow unless you pay, that’s when it starts to kill the enjoyment. It stops feeling like a game and more like a storefront.
I’m curious where others draw that line. Is it pay-to-win mechanics, aggressive pricing, or just the overall feeling that progression is being gated?
Also wondering how upcoming games will handle this. I’ve been keeping an eye on Warvox since it’s heading into Early Access soon, so I’m interested to see what approach it takes.
Where do you personally draw the line?