The Exploitative Push For Social Networking In Games (The Jimquisition)

The Exploitative Push For Social Networking In Games (The Jimquisition)

♪ Memories. ♪
♪ We’re born different ♪
♪ We’re born innocent ♪
♪ We’re born perfect ♪
♪ I’m not like you ♪
♪ I’m a born lover ♪
♪ Born living ♪
♪ And I know I’m ♪
♪ I’m not like you ♪
♪ I was born clever ♪
♪ Born knowledgeable ♪
♪ Oh yeah ♪
♪ Oh yeah ♪
♪ Oh yeah ♪
♪ Ooh beautiful ♪
– Goddamn sexy thick Venom.
It’s no secret by now that the so-called
Triple A industry is all in
on socially charged gaming experiences,
the unsustainably saturated
live service marketplace
that has given us such award-winning
triumphs in excellence
as Anthem, Fallout 76,
and The Culling 2, has brought with it
the expectation that we’re not supposed
to just enjoy and play
video games on our own.
And as for playing any
of this shit offline?
You’re havin’ a laugh, ain’t ya?
We’re supposed to enjoy them
with other people around the world,
constantly connected, whether
we like people or not.
People have been playing video games
with and against each other
for decades, of course.
The concept of multiplayer is nothing new.
But we’re beyond simple
multiplayer these days.
We’re expected to interact with each other
on a more casual, albeit more
pervasive and complex levels.
The rise of social media platforms
like Twitter and Facebook means
we’re more connected than ever,
more exposed to each other’s bullshit,
and video games wants
a slice of that action.
If you were to ask Electronic Arts CEO
Andrew Wilson about it, it’s something
we’re all begging for.
In a so-called candid interview
with the uncannily robotic executive,
Wilson justified his company’s push
toward more social experiences
as something the market demands,
and he pushes this angle hard.
The word social comes up no less than
nine times in the interview,
as Android Wilson deploys his narrative.
“Once you get to the point
where social interaction
“is really, really
important, then you discover
“that network effect
in the context of games
“is as important as it is for Facebook,
“or Snapchat, or Twitter,
“or any of these other
social grounds,” he said.
“Once you come to terms with that,
“what you understand is that people
“will come together to
consume this content together,
“and they will want to stay and continue
“to consume that content
“and fuel those relationships
as part of that.
“The reality is that is going
to mean games as service
“is going to be
foundational to our industry
“because that is how you will fulfill
“the motivations of players
who have social interaction
“at the very core of why
many of them play games
“for much of the time they play.”
Wilson is saying social networking
is just as important in a video game
as it is on Facebook, which
is one hell of a bold take.
Now, there seems to be no real evidence
for his belief that it’s that important.
Outside of financial reasons,
but we’ll get to that.
He just states it like
it’s a given, a fact,
something we’ve all already accepted.
Personally, I’d love to know who he asked
to reach this conclusion,
a conclusion he’s already treating
as something obvious,
something irrefutable,
something we’ve all got to acknowledge.
I’d love to know which video game players
are going around saying,
“I really love Fallout,
“but I wish it were more like Twitter.”
Actually, I’d love to meet anyone
who wishes something was
more like fucking Twitter.
I’ve certainly never
been asked, and frankly,
if I were, I’d answer
with a resounding fuck no.
Fuck no do I need exposure
to more human beings
when I decide to play a video game.
If anything, the existence
of Twitter and Facebook
should be an argument for
less social interaction
in our escapist entertainment,
where the key word is escape.
I’d much rather get lost
in my own solo experience
after dealing with fucking
people all day long.
We’ve got social interaction
coming out our asses,
and it’s becoming more and more evident
through the prevalence
of social networking
and the horror it brings
that the biggest mistake
humanity ever made was
getting to know itself better.
I expect Wilson and game
industry executives like him
to increasingly lean on the idea that we,
the people, demand more social
interactions in our games.
In a recent interview,
Ubisoft CEO Yves Guillemot
beamed about how tech
advancements for game hardware
offer “more intelligent game worlds
“with deeper systems, the ability
to play with more friends,
“and have more social interactions.”
Similar to the ways in which the industry
pushed the whole single player
games are dead bullshit,
the industry is gonna work overtime
to sell this idea that
video games must be,
in their own twisted way,
social media platforms.
And while there is and always will be
plenty of room in the marketplace
for social interaction, multiplayer,
and live service games, I fully believe
there’s a reason why
cyborgs like Andrew Wilson
are yelling the word social
at any given opportunity,
normalizing the idea that
it’s an expected feature
of pretty much every
mainstream game churned out.
The reason is, of course, money.
More specifically, money
from so-called whales,
the customers prized by gamemakers
for their willingness to spend
large amounts of money
on in-game purchases.
Yep, it all comes down, once again,
to flogging micro-transactions.
And if we take a look
at a little talk given
by Jussi Laakkonen, Laakkonen?
Jussi, Jussi?
Metal Gear?
Anyway, if you take a look at this talk,
it’ll show exactly why publishers
are so interested in social networking.
– The moniker on how you make revenue
off free-to-play games,
you’ve got non-payers,
you’ve got monetary payers,
and you’ve got heavy payers,
and you’ve got even what
we call super whales.
What makes these people tick
and how do you attract them,
the people who spend money?
How do whales find your game?
What is engagement to these people?
What makes them tick?
And how do they share?
So, primarily try to complete the loop.
How do these people find,
how do they get stuck,
and how do they bring more
people into your game?
– [Jim] How do they get stuck?
Something tells me that wasn’t
the optimal choice of words,
and yet, it reveals so much.
In a prior video, we looked at how
addiction-based gameplay is
allowing the game industry
to make money from vulnerable players,
and we looked at a gloating presentation
given by a mobile studio
CEO, Torulf Jernstrom,
who explained in shocking
and disgusting detail
how in-game purchases
psychologically trick people
into spending money.
Laakkonen’s talk, titled
“Getting inside the heads
“of F2P players who
spend 50 bucks a month,”
is less despicable in comparison,
but it’s nonetheless an eye-opener
in relation to this push
for social networking
that we’ve seen in games.
The talk broadens the concept of whales
to differentiate between heavy spenders
who spend around 10
bucks a month on a game
and what Laakkonen calls super whales,
the most desirable sort,
who can be expected
to spend upwards of $50 a month.
– How does social play into this?
Because in our server, we’re
primarily interested in
how does social affect whales?
And there is not a huge
amount of difference,
when you think about this.
Social features are
important for everybody.
We didn’t see a huge differential
when we added into heavy
payers and the super whales.
But fundamentally, what’s interesting is,
we think about whales being somehow
psychologically sick
people who just play alone
and they don’t have any life,
but clearly, more interested into
getting involved in the social features.
The social features help in retention.
It reinforces that, when
you go into the game
and start spending money, you wanna engage
with other people.
This is really interesting.
Making new in-game
friends, in-game chatting,
and responding to
challenges, and these things
are really standing out.
So, in the last slide,
everybody was roughly equal
on the social spectrum,
slight more for the super whales,
then when we start really looking
at specific features, the
whales are really starting,
the super whales are really
starting to stand apart.
– [Jim] Here the whale hunter discusses
that social networking is something
whales of all stripes love.
He also tries to push back on the idea
that whale hunting is problematic
and targets the psychologically vulnerable
because whales have friends,
which isn’t really a justification.
Many problem gamblers and
shopping addicts have friends.
In fact, social media
addiction is itself a thing.
Just being social
doesn’t mean you can’t be
unethically targeted by
predatory monetization.
But I digress.
The point is, social interaction
isn’t so attractive to the industry
because we’re all
necessarily demanding it,
but it’s sure as hell
important to the industry
because the whales seemingly like it.
And as always, I’d like to take a moment
just to point out how dehumanizing
I think the term whales is.
I’m just surprised that the industry
hasn’t dropped the veil over its contempt
and just started calling them cattle.
– Whether it be things like Clash of Clans
providing clan system where you can
buddy up with other people or
with your existing friends,
or may be the new mobile type of games
that are coming along, they’re all tapping
into this feature, which
are about playing together
or playing against somebody,
and to me, that’s something.
If you’re working towards
a free-to-play game
that really, you have
to think about whales,
I think you really need to
start thinking about social
as a key driver for these people.
– [Jim] If we look at
the mobile game industry
as a testing ground for monetization
that makes its way to
Triple A video games,
as it seems to be, then
it’s not hard to see why
Android Wilson has such
a massive fuck-off boner
for social gaming right now.
This talk, where super whales were named
as retained and driven
by social interaction,
was delivered in 2014, not too long
before mainstream companies jumped aboard
the live service bandwagon in droves.
Games like Clash of Clans have long been
an obsession for big
budget game publishers
who see the mountains of cash they make
and want to replicate
that financial decadence for themselves.
In fact, it was in 2014 that
I published a video titled
“The Unholy Trinity of
Blind Greedy Bastards,”
where I discussed how game publishers
only see and care about three games:
Call of Duty, Candy Crush,
and of course, Clash of Clans.
I learned this from talks with
folks within the industry,
and in the years since I’ve published it,
it’s only become more and more clear
that these games are indeed
the most influential games of their time
for all the wrong reasons.
Incidentally, Clash of Clans
is one of several games
mentioned in a recent BBC report
about kids being tricked into spending
hundreds of thousands of
pounds of their parents’ money
on video games aimed
specifically at children.
And also, totally incidentally,
we’re seeing ever more
so-called Triple A games
doing the same thing,
especially FIFA, which is
rated as suitable for kids
aged three and up, yet
thanks to in-game gambling
now needs more parental supervision
than fucking Doom ever did.
Social networking also brings
with it social pressure.
For many years, people have argued
micro-transactions and loot boxes are okay
if the items are just cosmetic,
and I’ve pushed back against
that defense the whole time.
Cosmetics are particularly insidious,
because they create a
haves and have-nots economy
where people are pressured into spending
to keep up with their friends.
Quite a few people called me an idiot
for arguing this back in the day,
but now we’re in an age
where kids at school
are being bullied for not having
any premium skins in Fortnite,
where default has become a derogatory term
for those who don’t
spend on in-game items.
And all this time, men
like Torulf Jernstrom
were explicitly instructing developers
on how to use peer pressure
to their financial advantage.
– We are herd animals, we tend to do
what all of the others do.
You all sit quiet listening to me
because that’s what all
of the other guys do here.
So, especially when people are
similar to our herd, to us,
this means that you should
have the socially accepted way
of behaving in your game should be paying.
You want to tell people, for instance,
when a clan member of
theirs spends IAP money,
you want the whole clan to know,
because then that becomes
the socially acceptable
way of behaving.
You absolutely do not want to tell them
that the majority of people in your game
never spend money.
That’s poison.
Never tell them that.
– Yeah, who’s the fucking idiot now?
Of course, the ability
for social interaction
to coax money out of people
is a fairly old concept.
It’s how some of the most evil names
in the game industry got their start.
In 2009, 10 years ago, FarmVille
arrived to ruin the world,
a seductively addictive
farm management sim.
Much of what micro-transaction
fueled games are known for
were popularized, maybe not invented,
but entirely popularized,
by Zynga’s Facebook-based agriculture.
Premium currencies,
frustrating wait periods
on activities, purchasable items.
It was a classic free-to-play structure
that would mutate into the fucked up
addiction-based economies that now rake in
billions and billions of dollars
for companies like EA and Activision.
And of course, FarmVille was inherently
social in its structure, being housed
most famously on Facebook
and utilizing Facebook’s own features
to spread knowledge of the game
to everyone on the network.
Players were encouraged to spam
their friends with requests
and with game rewards for
helping each other out.
It kept people playing, it had them
keeping up with each other, and naturally,
it made a shit ton of cash in the process.
At its peak, FarmVille boasted
83.76 million active users a month,
and while its popularity
declined sharply after 2011,
the legacy it left behind with the lessons
it taught the industry
are stronger than ever.
Its addictive gameplay loop
of repetitive busywork and chores
has been replicated
thousands of times over
in the intervening decade,
taken to new peaks of audacity
with mindlessly cyclical
premium games like Anthem,
which unmistakably share huge
amounts of DNA with FarmVille.
Many, if not most of these
modern live service games
are just FarmVille writ large.
They might have combat added in,
more shit to do, and a bit of
narrative draped around it,
but the philosophy is the same.
When micro-transactions
game to Dead Space 3,
Visceral’s John Calhoun
notoriously tried to justify them
by saying mobile gamers expected them,
so they were added to the
distinctly non-mobile game.
“There’s a lot of players out there,
“especially players
coming from mobile games,
“who are accustom to
micro-transactions,” Calhoun told CBG.
“They’re like, I need
this now, I want this now.
“They need instant gratification,
“so we included that option
to attract those players,
“so that if they’re 5000
Tungsten short of this upgrade,
“they can have it.”
Ironically, as we all
know, EA CEO Android Wilson
needs tungsten to live.
At the time, this
statement from an EA thrall
was mocked and laughed at.
Why on Earth would you
put something in there
for mobile players, who
are called mobile players
because they play on
fucking mobile systems?
Looking back, however, and seeing how
insidiously woven into
the fabric of the market
micro-transactions have become,
what Calhoun says now
takes on a darker tone.
It was a portent of things to come,
as well as a candid glimpse into what
these executives were thinking.
Because in the context of today’s market,
perhaps what he said
wasn’t all that stupid.
I mean, they got what
they wanted, didn’t they?
They wanted to emulate
the avaricious economies
of mobile games where knee-jerk purchases,
addictive spending, and
social pressure make billions.
So they did.
They did copy these things.
You wouldn’t see them be that
blunt about it these days,
but back then, what Calhoun said
was a bit of honesty.
They were just copying the successful shit
they saw in mobile games to make money.
Naturally, this honesty
is still dressed up
in a bunch of insincere bullshit,
but the nucleus of truth is plain as day.
Calhoun, way back in
2013, the Year of Luigi,
outlined exactly, exactly how
they expected to make money
by frustrating players and
exploiting their frayed patience.
I need this now, I want this now, he says.
I need this now, I want this now.
I shouldn’t have laughed
at that mobile players line
back in 2013, because right
now in 2019, it’s not a joke,
it’s just the way things are.
And while all this is going on,
we have mobile game executives delivering
their little presentations
about how you should trick players
into spending for instant gratification,
how peer pressure should
be used to make spending
the socially acceptable norm,
and how these super whales
love social interactivity
more than anyone else,
just like when the game industry told you
that you don’t like linear, story-driven,
single player games, the game
industry wants to tell you
that you want all your games to be social,
that it’s as important to
your experience in a game
as it is to Twitter,
Facebook, and Snapchat,
and it’s a crock of shit.
Social gaming has its
place, but its mass adoption
by the Triple A game industry
is a fucking scam, a long con,
yet another way, on top of the by now
absurd number of ways in
which video game publishers
plan to swindle, trick,
and seduce cash out of you.
And just to reiterate the
most important aspect,
I don’t like people.
Who fucking does?
As we firmly established over the years,
game publishers don’t produce things
simply because people want them.
Obviously they do do things
there’s a market for,
but the sole reason, the primary reason,
is not because people want stuff.
If they produced things just
because people wanted them,
there wouldn’t be so many Kickstarters
for things people want.
No, no, no, they do
things because they sense
an opportunity to make
extreme amounts of money.
Not just a good amount of money,
a moderate amount of money,
even an impressive amount of money.
As we have talked about for
many years on this show,
game publishers don’t just want money,
they want all of the money in the world.
That’s why we can’t
just have whales anymore
for these people.
They don’t just have whales,
they have their heavy spenders
and their super whales,
because they’ve hit the limit,
I guess, on just focusing
on all of the whales.
Now they need to find out
how to finely tune themselves
to get their psychological hooks in people
who are even more willing to spend money
than the people who were already willing
to spend loads of money.
There is no end to what they do.
There is no limit to what they want.
That’s why monetization has gotten
worse, and worse, and worse.
And I’ve asked on this show
before, where does it end?
Where does it end when
we have a game coming out
and we have a game with
multiple delux editions,
silver editions, gold editions,
half a dozen different
collector’s editions,
micro-transactions, season passes,
sponsored tie-ins with energy drinks,
and of course, loot boxes as an evolution
of the micro-transactions,
because simply making
perpetual money off people wasn’t enough.
While multiplayer and
social networking, even,
in games does have a place,
it’s becoming quite
clear that these things
are mass-adopted not
because they have a place,
but because they can be used to displace
what video games are in
order to trick and swindle
more and more money out of people.
This whole social networking
approach to video games,
while not widely adopted,
while not so deeply
baked into games yet, it’s
something I think is coming.
It’s something these publishers
definitely are keeping their eye on.
When you have Andrew Wilson
saying that social networking
is just as important in games as it is
on actual social media platforms,
you can sort of smell
where the wind is blowing.
And yes, I meant to say smell
which way the wind is blowing,
because the moment the wind
blows in your direction,
you can just pick up the hint
of shit from the horizon,
because that’s what big,
massive game publishers
are doing right now, shit.
Utter, outright shit.
Anyway, thank you to the people in Alabama
who came out, Jimquisition
fans who came out
to the Piedmont show in Alabama,
where Sterling appeared
for ProSouth Wrestling.
If you’re in Pittsburgh August
3rd at the Rise Stronghold,
why not come and check it out?
It’ll probably maybe be good.
And you can all, whether
you’re there or not,
thank God for me.
Wouldn’t that be nice for you, hmm?
Goddamn thick Venom.
(intense jazzy music)
♪ Yeah everybody’s thinkin’ about me ♪

100 thoughts on “The Exploitative Push For Social Networking In Games (The Jimquisition)”

  1. The fear of missing has been weaponized by marketers. Artifical economies of haves and have nots. To see how this has evolved I highly recommend watching Douglass Rushkoff's "the Persuaders" this is an old problem that got hyper-charged in the 90's.

  2. They need to rack up the microtransactions before they get utterly regulated and then leave to ruin another thriving industry.

  3. I'm so sick of the game industry pushing social interaction more and more in video games. When I play games, I want a solitary experience. I feel like that's also why most people don't use mics in online games as well.

  4. I want almost all of my games to be solo experiences and for the few exceptions, I still don't want multiplayer or socialising to be a core part of the experience. It's just not something I go to games for. Might as well try to sell me a multiplayer book

  5. It's easier to fool the masses in one go, than it is to fool one person at a time. Just look at all the idiotic Twitter mobs and "outrage culture". I think this is why the game industry want more mass social interaction. Easier to trick their "victims" and gouge gouge their bank accounts.

  6. Torulf Jernström is a psychopath adressing a room filled with psychopaths. Totally devoid of any empathy towards and only interested in their own greedy gains at the unadulterated expense of other people.

  7. We’re at the stage where the big bad guy computer in tron would probably go ‘WOW THAT IS OUT OF LINE. END OF LINE.’

  8. Jim, I don't know if you do anything with constructive criticism, but I want to say that I think you're really undermining the points you're trying to make when you dub large paragraphs of text with crazy voices. It makes you harder to understand and it detracts from the substance you're trying to get across. I don't like Andrew Wilson or any of the other big names either, but I feel like you're too set on making your dislike of them the content of your videos rather than the stupid drivel they spout.

  9. Went to the merch shop hoping to find a shirt that says "Thank God for Me." because I was hoping to find out what being that self-important felt like. Sadly it was down so now I will never know. 🙁

  10. I love how they came up with the unflattering term "whale" for a gamer that spends a lot of money and still pretend to be ethical…

  11. i wish i could watch someone tougher than me slap the utter shit out of thes self-righteous pieces of shit. just watching these fucking wastes of space in that dimly lit blue room drives me beserk

  12. My 8-16 year old nephews have informed me that at their schools the term for people who buy the ingame outfits at their primary and high school is "suckers". That was a pleasant surprise.

  13. when you dont even have a facebook or twitter… i dont want to be social when i game. I literally play games so i dont have to be social in my free time which gets shorter and shorter as school and work take up time where i must be social to succeed.

    Either i play with friends in cs:go and we shit talk each other and the other team, i play the various dark souls and invade randoms or perform jolly coop with the only social interactions are emotes and spamming the shield up and down, or a single player experience like Bioshock, prey, fallout 3 & nv, ect. I dont play social games, social games are mostly shitty ass phone apps that i want no part in and find it god awfully annoying when my friends even talk about them. Dont get me started at clash of clans they just dont stop with that and always ask each other for troops and shit in the middle of games we are playing whenever they have the smallest amount of downtime, during loading screens or when they die and have to wait ect.

    When i did play fallout 4 i removed, like a lot of people, the damn bethesda store bullshit.

  14. wait wut, 50$ a month is super whale
    thats like casual
    ive got friends who drop 200+ when they got extra cash, and streamers can dump hundreds if not thousands on games

    That aside, player will mockingly call each other whales, i feel like they're trying to use their players own terms, but its a really bad look, to use a derogatory term w.o batting an eye

  15. Hey their guys! When your done preaching to the choir I highly recommend looking up the game Dreams for the PS4. It's a super amazing game to which people can create their own games on the PS4 that will blow your mind and be optimistic of the future of video games. Check out Dreams your not going to regret it.

  16. At first I thought the Cats shitpost before the intro was the best thing. Then I got to the sexy Venom bit after the intro and I knew this channel has peaked.

  17. before facebook I would get my social interaction outside of work or school through MMOs. The social interaction I had in MMOs were reasons why I stayed and played those games. Now though I don't need the video game to directly interact with others. Now I can just use facebook, twitter and etc. I can just play a good game and share my experience with whatever group I'm a part of on whatever social media platform. I don't even need the game part to socially interact. I got my fill, just get me a good game.

  18. «The talk broadens the concept of whales» (shows picture of a whale shark)
    I see what you did there.

  19. Sad how they can openly take about addicted people and how to get people addicted, and also to show how other people to do it. They'll destroy a whole load of lives for a quick buck

  20. Meanwhile, in non Triple AAAAAAAYE bullshit games, I've been playing Akane. It's Devil Daggers, but in 2D with katanas. The soundtrack is amazing.

  21. I know for a fact that I love linear solo games. I finally got around to Wolfenstein 2 and it was so good that u finished it the same day I installed it. In comparison I can't play more than a couple of hours of Destiny 2 before I get bored and go do something else.


    Soooooooo gamers were deemed anti-social for decades,but now with these pseudo social status fora we have achieved socially active members of society well when they spend a lot of money that is. Spins the wheel Holy shit, the fucker keeps spinning 😛

  23. I hope Every Corporation dies and we Run the Golden Age back.

  24. Learn to swear like the Swedish with these three words "Vert", "Der", "Ferk". Learn to swear like an Irishman with these three words "Oil", "Beef", "Hooked". Learn to swear like Englishman Jimbo with these three words "Fuck", "AAA", Gaming". keep the content coming bud, Cheers 🙂

    P.S. We are not customers to these parasites, we're called everything else but…This should also trigger alarm bells for those who now see this industry for what it has become….

  25. I honestly can't wait for the day Jim gets to voice Starscream one of these days
    Also, I'm pretty sure this is why Minecraft's making a comeback lately is because it still has a single player option and you can easily steer clear of microtransactions.

  26. Nowadays the Specter plans his evil schemes in public, nobody cares, but don't worry the next Bond is a woman, we're saved.

  27. My fear is that Rocksteady will be unveiling a Social Networking online game as there next IP, and it'll probably be an Arkham game. Also, I love how these types of videos always seem to come out when a certain vcg expansion is about to come out 😀

  28. Of course the hobby/entertainment choice with the highest number of misanthropes and introverts NEEDS more social interactions! What a damn fool I've been!

  29. Why is it that all the CEOs looks like evil villains. Isn't there any normal looking CEO? If there are then they are to few to find. It's like they have a secret underground club or something.

  30. I agree with 99.9% of what you say Jim but you're still wrong about cosmetics. Just because children tease each other doesn't make them insidious or too tempting to do without. As a working class kid in the UK I used to get teased because of my second hand clothes etc. I don't care now and didn't really then either. Kids will always find something, that is their nature, this isn't something new since paid-for skins. God forbid in the 80s if you had the wrong trainers.

  31. I am 38 years old. I have played more mmo´s and other games then id like to admit. For me, the day the game turned in to a "i will login and chat for a bit" is the day the game died for me. And for the ASSHAT to sit and.. I am sorry, but i am out of words… Jim you are amazing, keep up the great work you are doing. Expose these ASSHATS for what they are so the younger audience learn.. /Gamer from Sweden

  32. I would enjoy multiplayer just fine.  It's when mechanics get obstructive (like corpses blocking ladders) that I don't like it.  Also when are micro transactions not obstructive?

  33. I was damn near puking at the words at 2:35. (I shouldn't have to tell you that shit reeks of money worship)

  34. II fuckin hate social media, and always needing an internet connection. I work in Afghanistan, and every few hours I get disconnected from The Division 2, BUT I'M PLAYING THE FUCKIN CAMPAIGN!!!WHY THE FUCK DO I NEED INTERNET FOR THAT?!!!!

  35. Cant help feeling if they took the effort to make good games instead of "how to suck every player dry" efforts they would make more money!

  36. I love your content but could you please dial back the voice modulation a bit? I get the point of it and i like the use of it but this time it got a little hard to understand.

  37. Basically, what I'm hearing from Wilson and his cohorts is that they are leaning on people playing with their friends in order to make their uninspired "games" at all fun and entertaining

  38. I find it sad, sometimes, when a regular, non-offensive term becomes derogatory.

    I find it depressing when a derogatory term regular.

    But, now we have two types of whales.

  39. I'm not buying any more games. I'm just waiting for Psychonauts 2 (I'm an investor) and that's it. I also don't have a Twitter or Facebook or Snapchat or Instagram or any other fucking account except for Google for my mail (and this bullshit) and WordPress, which is the only remaining true bulletin board. And I don't have a smart phone. Fuck technology and fuck the corporations and fuck the police.

  40. And Elon Musk wants to put cell phones into our brains. Has anyone here watched The President's Analyst ? Go watch it.

  41. Jim, maybe you should get into the habit of carrying a mirror on a stick so you can check under your car before you get in and start it.

  42. Well it has ended for me at least a looong time ago with the odd exception of Witcher 3 ect.
    That said i would probably be catigorised as a Sardine, or mabey a small Turtle in the best senario

  43. Maybe it's a newer generation of gamers that loves the social thing? Or maybe they are growing up with largely social games and therefore prefer it. Personally, I turn away from most multiplayer games these days. I only have time to play one off and on. They demand too much. Noooo thanks.

  44. I really cannot believe they refer to people as "whales" and "super whales". That's just #@%! disgusting.
    No I don't want to have to interact with people while I'm playing a game.
    Also Torulf needs a good slap across the face with a fish.

  45. Shout outs to Persona 5's social features, which were basically a way to cheat at the school questions. I don't remember if they did anything else.

  46. Excellent video, but I don't think you were harsh enough. What they've done to video games is entirely unforgivable. They are bankrupt in everything good and moral, in exchange for more money than they will ever know what to do with, yet we all know that there is no 'okay, I have enough' for these people. They will squeeze and squeeze and squeeze until there's nothing left.

    And damn Venom got thicc.

  47. The more lonely you are the more interested in social features you will be. It's not rocket science why these features appeal to "whales".

  48. Hi Jim, I just got off the phone with my sister where we where discussing Modern Video games…we both love older games like Diablo..ect. She had never heard how bad things are in games like FIFA or Call of Duty. Anyways I am a fan of your work and i wanted to tell you i found my self quoting a lot of what you all ready mentioned in older videos about the state of "Surprise Mechanics" and CEOs calling people Whales. Your work is pretty important as she was quite shocked about whats going on.

  49. I think showing the British heart foundation the beginning of this might be a hard sell but lol we will see how it goes xx

  50. CATS, but all the cats are replaced with Jim Sterling. You didn’t ask for it, but you know it’s what you wanted all along.

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