
It’s amazing how you can break free from the addiction of gacha…
Recently, browsing through Steam has become tedious, and I find it easier to spend money on mobile games.
In other words… it’s good or bad!
I got into Game Pass.
It’s good to buy, but it’s piling up.
I’ve been really into breaking things lately.
When I dive into a masterpiece that requires about a week of focused effort, mobile games become tedious.
Spending the amount of money you put into gacha on sales will waste more time than a smartphone game.
What was good about playing social games in the past is that I accidentally stopped getting into grind games.
I think it’s over once you start considering games in terms of cost performance.
>>10That said, if I start worrying about time efficiency, it would be sad, right?
>>10I think people who don’t think about the heavy costs of mobile games are worthless.
Because I play for thousands of hours on a game that costs a few thousand yen…
When I was unemployed, I was looking for cost performance, but after I started working, I don’t have time for anything but mobile games.
>>14I’m the complete opposite…
Social games entice you to waste both time and money.
When a relatively expensive game ends in about 10 hours…
No matter how well it’s done, it still makes me go “Wow…”
>>16Well, in a social game, the same amount of money can disappear in 10 minutes.
I don’t think one should compare one-time purchase games, not just on Steam, to social games.
I think social games belong more to the realm of pachinko and pachislo.
>>18If gacha in social games becomes banned, it seems like they would quickly decline.
>>28If that happens, it will probably lead to paying money to unlock elements…
Rather, I have the impression that social games suck up time infinitely.
While it is true that the cost per hour tends to be higher for mobile games,
That doesn’t mean that playtime is unnecessary at all…
When you quit playing social games, the first thing is that you end up with a lot of free time.
While repeating the cycle of buying, playing a bit, and getting bored, the browser tabs end up being filled with strategy sites.
Once you start talking about cost performance and time efficiency, you can’t escape from the paradox game.
It’s not about cost performance; I’m just doing it because it’s fun…
I’ve been playing for 10 years without spending any money.
If you do it for 10 years, you can’t quit… There’s about 1 million yen worth of gacha…
But honestly, I want to quit this crappy game…
How do I cut it off!?
>>26A game that has been around for 10 years is amazing.
I want to be clear that I’m doing it because it’s interesting, not because it’s cheap.
In my case, Terraria is super fun and I’ve played it for about 1000 hours.
It’s something I bought for 500 yen on sale, so it’s inevitably just extremely cost-effective.
The expression “taipa” feels trivial, but…
“I think the criteria of ‘takes a long time but isn’t interesting’ versus ‘things happen at a good pace and it’s interesting’ has always existed.”
If you start worrying about wasting time, the bulletin board is the biggest waste.
In other words, if we’re discussing value based on price, mobile games are basically free and have the best cost performance…
I’m enjoying managing resources without spending money and climbing up the ranks.
There is a kind of resistance to paying a fixed amount for some reason, isn’t there?
I hesitated to spend on gacha games even though I knew it would be considered a business expense.
After four years of playing, I’m quitting because I still haven’t gotten a single character I want after spending 30,000.
Even if I buy it for 500 yen and it turns out to be a failure, it’s just 500 yen, so I can buy it casually.
When it goes over around 2000 yen, I start to do proper research on what kind of game it is before buying it…
Sometimes it’s easier to just buy something cheaply and fail instead of bothering to research it when it feels like a hassle…
I believe that once you try to get into it to a certain extent, mobile games will endlessly drain your money and time.
“I’ve never seen anyone who thinks, ‘It’s about time efficiency rather than cost performance, so I prefer gacha games over one-time purchase games!'”
I play both social games and paid games simply because I like them.
I’ve never thought about cost performance or time performance…
While it’s true that it can end up being cost-effective, I don’t think there are people who buy games considering cost performance from the thread images.
>>40Buy some unclear foreign erotic games that aren’t available on DLSite.
When I think about daily things, the time I’ve spent is really significant…
Sometimes it’s fun to take a break and play Steam games.
What I want the most is time to play.
>>42Also, stamina to endure long hours of play.
It’s obvious, but even if I browse for games on Steam, there are definitely games that I feel are a miss for me.
>>43Well, if it doesn’t suit me after 1 to 2 hours of use, I can return it anyway…
As long as you don’t overdo it, you won’t get in trouble for returning items.
Well, I’m not always focused on it every day.
It feels like I’m just making it work in the corner of the screen…
I think I should quit when I start feeling a sense of obligation to do daily tasks, but I can’t bring myself to do it.
I’m not really in a situation where I’m worried about the cost-performance.
It’s better value to buy a character that you can use for a year with a select ticket for around 3000 yen rather than purchasing a single game for 10,000 yen…
>>48That is the premise of playing the latter game, regardless of whether it is interesting or not, so I am already immersed in it.
Sometimes I buy a full-priced game at its retail price and it ends up not being touched for about a week.
I think whether a 500 yen indie game is good value or not is something each person adds their own opinion to, as it can also be played for about 5 years.
Both social games and Steam games are fun.
There aren’t enough hands to enjoy everything.
As long as it’s fun! But above all, there’s not enough time.
I think it’s a good thing that I’m able to enjoy it to the extent that I feel it’s not enough.
>>53I think it’s a much better problem to have than being the type who finds nothing enjoyable or interesting, not just limited to gaming.
The strength of social games lies in the fact that people are there sharing the same time together irreversibly.
If increasing the numbers in a single-player game doesn’t draw anyone’s attention, it becomes meaningless.
In the end, time and concentration for playing games are the most important resources, so the price doesn’t really matter at all.
>>55But if possible, I want to buy it on sale…
>>59People who are interested will buy it at the regular price right after its release.
Sales can sometimes attract even those who aren’t very interested, so in terms of marketing, it’s actually quite powerful.
>>60Since Parad only buys during sales, it’s not profitable! I’m going to raise the base price! Just like before.
The sales culture doesn’t necessarily benefit the seller.
>>66I agree that sales are not necessarily a good thing.
That place frequently releases DLCs, and right after a release, the balance is generally unstable.
They started a subscription where you can use all DLCs without limit, in addition to making adjustments with updates.
I think it’s because there are quite a few users like me who have increasingly found it ridiculous to buy at the regular price.
>>76I was wondering if the people who have been supporting the DLC would be satisfied with this, but it seems like it was really blowing up overseas.
>>76The update adjustments are really getting reckless, Parado.
I think the subscription model is probably a result of the inability to sustain the market for one-time purchases after that give-up project.
>>83It’s not a game design that allows for the development of new titles one after another.
I understand that they have no choice but to keep releasing DLCs.
Games like HoI4 and EU4 have so many DLCs that newcomers hesitate to jump in, so it’s not surprising that they started doing subscriptions.
If it’s okay to leave it alone for about three days, then mobile games are also good.
Stamina, daily challenges, and raid challenge tickets.
I’m exhausted from so many overwhelming factors in less than half a day.
The items I’ve added to my wish list have quite a few that are only slightly discounted even during sales, so I’m thinking maybe it’s still fine to wait… and they keep piling up.
>>61If you do it, it’s interesting, and I think it would be better to jump in somewhere.
There are many games that have been at 75% every time for a while now.
There are probably a lot of people in the world like me who have more than half of the games they bought on sale piled up.
I feel like I saw an article saying the total value of games bought on Steam but never played amounts to several trillion yen.
>>64
It’s about 1.9 billion dollars, so roughly 3 trillion yen, I guess…
There are probably many people who are just satisfied with adding items to their wishlist before actually buying and stacking them.
A game I recently learned is to arrange libraries in order of their review ratings.
Hidden treasures that I didn’t know about are continuously emerging.
There are games that are available for free distribution in libraries, but I haven’t played them, or games that came bundled together.
If you calculate at the list price, the amount will surely accumulate.
I want to play Stella Blade quickly.
I love getting deeply involved in games, but I’ve started to seek efficiency.
If you watch until the ending, the攻略 will be unlocked, and you’ll dig in hard until it no longer starts up.
There’s no way to calculate it at the acquisition price.
There are games that seem like you could play them for a lifetime, right?
It’s common in craft build types, but…
>>73I was checking Steam and Humble every day for new releases and sales even when I was satisfied and thought I could play forever, so there’s no saving me…
Simulation games can be incredibly enjoyable and surpass their price once you get hooked.
>>74Most of the software I buy is usually on sale, so I don’t really feel a sense of financial loss.
Rather, time is tight.
There are no endings, so it’s a sandbox game where you can set your own goals and have fun.
I think people who get hooked will probably remain hooked for life.
It’s exactly the kind of people you find in Minecraft.
It’s just that it’s only bought during sales…
Because of sales, prices tend to only sell during sales, so raising the base price is a common practice not only on Steam but also an old story.
If it’s a game that rarely has DLC releases, I’ll buy it as soon as it comes out…
The social games lined up on Steam usually have reviews that share a mixture of love and hate, and there are people who tell the history of the game’s management, which is helpful.
It’s not so much a paradox, but how many illegal structures has HoI4 built up already?
>>84The Kowloon walled city was worse in EU4, but it’s good that they’re going to release 5 before it collapses… or was it already half-collapsed?
I’m playing games with paid elements, like social games, but only those where you get experience boosts or equipment for a number of days after paying.
I don’t even want to think about paying for a lottery and then ending up with no equipment or characters.
Thanks to subscriptions, I’m stacking a great selection of games for about 1500 to 2000 yen each month…
There has never been a day when Isthereanydeal disappeared from my browser tabs.
As a manufacturer, it’s definitely better to have products bought at a low price during sales, even if they just sit unsold, than to have them not purchased at all… I’ll stack them up again today.
But you know…
Social games are fun because they regularly add new characters and stories to chat about.
If a game is too popular, both anonymous users and followers show little interest.
>>91It seems that there are quite a few people who use it as a common language on social media and such.
>>91Well, there’s no need to spend real money.
When it comes to one-time purchase games, there inevitably comes a point a few months after release when there are no topics left to discuss.
Social games are strong because they generate new topics with every update.
Is it a roguelike like Slay the Spire? I still see threads about it every day.
Even without that, I’ve seen threads like “I just started playing this game recently” gather knowledgeable people and become lively.
There may be games that have fallen with zero responses.
>>95It’s nice that it won’t be a topic to show to someone who just started right after standing up.
Let’s play some overseas games that are way too obvious!
Mobile games are not about the game itself, but about chatting, right?
>>99Watching fan creations and having fun commenting on official videos.
Social games are not interesting at all, yet they waste both time and money, making them the lowest in both time-efficiency and cost-performance.
If we consider the time-performance ratio, it might be a roguelike game packed with fun in a short amount of time…
>>100Roguelikes are primarily about learning through repetition, and the total playtime is actually quite long.
I think it would be a game that can be cleared in about 5 to 10 hours in terms of time efficiency.
Doesn’t roguelike take a lot of time…?
Isn’t 3D action the best?
It is based on the premise that the quality is very good.
>>101I think the important part is that the game experience can be shorter in terms of time efficiency.
Sometimes, when there’s a story, it can feel unsatisfactory even if you progress partially.
Roguelikes seem to have good cost performance and time performance.
As you get used to it, the feeling you get from that one game becomes habitual…
>>104It’s just the cost-performance part that would go wrong with that…
>>104Once I understand the basic strategies and winning patterns, luck doesn’t matter much, so I get bored quickly.
I think the cost performance is average.
There are two types of game lovers…
I think there have always been two factions: those who prioritize joining in on gaming discussions and those who just want to play the games themselves, dating back to the Famicom era.
Recently, urban legends had less playtime and expenses than Monster Hunter, but I was quite satisfied.
The discussion changes completely depending on whether you account for the time taken to become proficient.
>>109Most single-player games focus on the process of mastering skills, and won’t they end once new elements stop appearing…?
In times like this, it’s like, which one is the roguelike!
Those who are @ are time thieves, so if you worry about time efficiency, you’ll die.
Roguelikes are often quick and brief.
>>110Isn’t it the case that there are more games that are shorter, even with @?
>>115It depends on the item, but for band-related things, it feels like 5 hours to unlimited, right?
Unlike a regular single-player RPG where the 5 hours accumulate, in RL, when you die, that time disappears, so I feel like it’s not something to be discussed from the perspective of time investment.
The time required to clear a roguelite is probably not particularly short.
Because I will spend a few times for learning.
It’s about whether I was satisfied or enjoyed it, so I don’t really worry about the time…
>>113If the fun times continue, then that’s even better…
>>113If the fun per hour is what we call “time efficiency,” then a game with high time efficiency will inevitably have a higher density of enjoyment per hour.
I think fighting games offer the best cost performance.
It’s not like you would perfectly understand roguelikes and have fun with them in just the first 30 minutes!
When I started to get bored after spending money on various mobile games.
After playing Elden Ring for the first time in a long while, I got totally hooked again and felt that playing mobile games is ridiculous.
In the first place, once you understand rogue-like games, they become just a matter of following the established strategies, so they are basically more interesting before you understand and clear them…
In a roguelite, the minimum difficulty feels like it takes 1 to 2 hours to complete a run.
It feels like the design is such that you need to complete at least five rounds to clear it.
I don’t think there are many games where the playtime is short if you consider that it takes almost 10 hours.
>>121In fact, unlocking and upgrading can make it unrealistic to clear it on the first try, so it takes longer than a poorly designed roguelike…
I think playing a multiplayer game in a situation I’ve completely gotten used to is thrilling and has good time efficiency, especially with the changing developments each time.
When it comes to including discussions like time spent calculating that much…
In the first place, it would turn into a discussion about life performance like “blah blah on this kind of bulletin board…”
If we’re talking about time efficiency, it’s probably an action game.
I think it takes about 15 hours to complete one round even at full price.
Well, anyway, it’s tiring.
If Card Scept could be played in the current competitive environment, it would be the strongest…
Roguelikes often don’t go well from the start, especially with the presence of unlockable elements.
Even in Vangsaba, it’s tough to get the first flower in the first 5 minutes without any enhancements.
What does the cost performance of the game mean in terms of time and money… what kind of performance are you getting?
>>129Brain chemicals!
>>129Isn’t it fine to simply enjoy it as entertainment?
If only learning and growth are considered performance, then entertainment becomes unnecessary…
>>132That’s why the term “cost performance” isn’t used in entertainment, is it…?
>>135The value of time and cost ultimately depends on personal preference, so it’s pointless to discuss…!
In roguelike and roguelite games, the design in that area tends to differ quite a bit.
Recently, the strengthening through release elements has become strong, so it’s become RPG-like until the first round is cleared.
After clearing, it’s the usual rogue-lite.
A game that takes 300 hours but is boring, and a game that can be finished in 10 hours but is interesting.
Which one has better cost performance, the former or the latter, if the price is the same at 7800 yen?
>>133If you’ve played for 300 hours, then the former is fine.
>>133In the end, using 300 hours puts you in the former category.
>>133A game that continues for 300 hours without being fun is already caught in its trap.
>>133If the former takes up 300 hours and is boring, then the cost performance is at its worst.
If the latter only takes 10 hours and is interesting, it’s the best cost performance.
Therefore, the latter has a better cost-performance ratio.
>>133To be honest, I feel a bit cloudy about the latter.
If you’re going to take the full plan, you should create more content, I feel.
The satisfaction is low considering the high price… so there is definitely a sense of cost performance.
I honestly think it’s pointless to even mention “taipa.”
Every day is filled with the rush of mobile games.
I think throwing Terraria at those who talk about cost performance would shut them up.
Well, what I think while having such a discussion about performances is…
Communication really is an excellent form of entertainment, isn’t it?
>>144That’s why free-to-play browser game forums are becoming popular.
>>144That’s really true.
>>144It’s the oldest entertainment in humanity…
Humans are simply too indulgent to be satisfied with a single form of entertainment.
I want to communicate and I want to play games.
Isn’t it perfect if you combine both into one? If you make an MMO, it can lead to dissatisfaction in its own way.
>>155If the content changes like today’s topic, it can become an endless form of entertainment!
Ten hours of full play will definitely lead to some dissatisfaction…
It’s fine if it’s 20 hours.
Full price for 10 hours is quite a lot, isn’t it!
In the current subscription era, paying full price is almost like making a donation.
This is just my intuitive feeling, but
I want to be entertained for about an hour for 200 yen.
This includes not just the first round but also the post-clear content.
If it falls below this, it will feel like “that was a bit overpriced.”
>>150I can’t even spin the gacha once.
>>153Hardcore gamers like this probably play without any difficulty, or they might even be doing a no-spending challenge.
>>150It’s a reasonable setting for 20 hours at 4000 yen.
Compared to movies, games really feel like a cheap form of entertainment!
Even manga is under 500 yen for less than an hour.
>>161That’s right, video games are an incredibly cost-effective form of entertainment.
However, regarding movies, the recent subscription service price collapse is quite different.
>>165In that sense, I think the price destruction of PS game thumbnails and Game Pass is incredible.
Playing games with friends is overwhelmingly fun…
>>151Does that mean that playing Smash Bros with a fixed group of four people is the strongest?
Yeah
>>160Mario Kart
>>163GoldenEye
>>171Youth is over!
>>160I feel that playing competitive games with the same fixed group for a long time can become stagnant and suspicious…
And so today, I choose to chatter rather than collapse and end up like this…
>>152I installed it while keeping an eye on the thread, just in case!
>>152I played games for about 12 hours.
It seems like it would be different depending on whether you think of games as a way to pass the time or as something to enjoy by consuming time.
If you’re just killing time, then spending a longer time playing has a higher cost performance, and if you think of it as a form of entertainment that consumes life’s time for enjoyment, it’s fair to say that a shorter duration with higher satisfaction offers better cost performance.
>>158Choosing a game that can provide high satisfaction and be played for a long time even if it’s just for killing time is also a factor.
In the first place, when the playtime has increased equally while maintaining the same or higher satisfaction rate per hour, the question arises as to which one surpasses the other…
>>162I think that playing ten games with scores from 100 to 40 that take 30 hours each is more satisfying than playing a game that takes 300 hours and scores 80 points, even if the price for the ten games is ten times higher.
But it seems like the sense of this area might differ from person to person.
>>173Ah, I can feel this in the stitch thread.
There are definitely those who prefer heavy and endlessly playable types, and those who want to try their hand at small, less effective options (not the best way to put it).
>>173That’s because the quality of the game itself is different.
What I’m curious about is whether a game that can be played for 100 hours with a score of 100 is more efficient in terms of time investment than a game that can be played for 10 hours with the same score.
Does anything change when it’s 1000 hours instead of 1 hour? If the quality is different, it’s natural that the perception is different too.
>>179I wonder if it’s different whether you have 100 points for 100 hours or if there’s a 100-point ending after using 100 hours.
If 100 points lasts for 100 hours, then this one, but if 100 points can be achieved after 100 hours, then a game that gives 100 points in 10 hours is better, as I can play 9 games that give 100 points in the remaining 90 hours.
>>187Regardless of whether such a dream-like game exists or not, if we assume that “the same level of fun is maintained,” then it’s definitely better for it to be longer…
>>158I’m on the latter side, but when it’s short, I have to quickly learn a different game with a different mechanism, so I don’t really feel like I gain much from it.
>>168I feel that wanting to play a new game just because I’m simply getting bored doesn’t mean that “finishing the game” itself is something desirable.
Racing games are tiring because they require you to move your body, so they’re no good.
If you have the motivation, you can complete it in 2 or 3 weeks, so well…
I’ve been playing for about 300 hours, so in terms of cost performance, it’s definitely in the top class.
Then why do you keep buying games every time there’s a sale?
Um, well… yes.
I sometimes think that with people around, interpersonal activities could provide endless fun for a lifetime.
In simple time conversion, I think it’s different because “fatigue from studying” is not taken into consideration.
Starting a new game is quite tiring because games are learning experiences.
>>176In that sense, there are actually people who find learning a new game to be the most enjoyable thing of all!
Did you call me, the one who has played Smash Bros for 3000 hours?
Looking at the play history, I’m thinking no way that’s true.
>>177It’s normal for PC versus player games, so it’s not really unusual…
I thought EU4 was a bit late… but now that they’re releasing 5, I can finally get into it.
Personally, I prefer a style where I quickly finish smaller games while also playing long-term games in order.
…This is just playing around with anything, isn’t it?
I have spent 20,000 hours playing PSO2, what am I even doing?
>>182I can’t confirm it now, but I think I’m doing more…
In multiplayer games, both sides evolve endlessly because the opponent comes up with countermeasures.
You can play forever.
I believe that the existence of social games has fairly seriously hindered the development of the gaming industry for about 8 years.
>>188What’s wrong with low-quality games that just stir up gambling feelings and waste money and time?
>>191The development of the game was hindered, but I feel like the capital power has been strengthened.
>>188Before social games, there were low-quality MMOs, and even in one-time purchase games, there were simple soul-like booms, so it can’t be helped to say such things.
>>188I don’t think it really matters, but anyway, one-time purchase games are selling well and are gaining popularity.
Well, social games are no longer a lucrative content just by slapping the social game label on anything.
I feel that while mobile games may provide enjoyment out of habit, they do not offer a sense of satisfaction after completion.
I can’t say that there are no negative effects of shifting creators to social games.