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.” Wahoo! 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. (groaning) 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 comments

  1. loot boxes are as much cancer for the industry as Assmongolds videos in my recommendations lists. They never go away, regardless of how much I avoid them

  2. Fucking exactly. If I wanted to hang out with strangers, I would go to the bar. When I turn on a game, I'm escaping humanity, thank you very much.

  3. 11:18 "For all the wrong reasons" ok, you better not be besmirching the X-men Evo/Tabitha like that. I better be misinterpreting..

  4. I really want to punch that norse guy, won't waste my time trying to type his name, I have no idea how to put an umlaut on an 'o'.

  5. "Social networking in videogames is as important as on facebook". Correct. They are not important in either case, but people get tricked into being addicted to it by manipulative tactics of the companies running it.

  6. I knew a couple superwhales in World of Tanks. When they get a paycheck they immediatelly spend half of it on premium tanks. Over the course of the month they would slowly sell off those tanks for ingame money to fuel their gaming habit (gota repair tanks when you get killed and if you are a bad player you dont earn enough). and next month they would once again buy the same premium tanks and the cycle would repeat. They spent thousands in the time i played in that clan alone.

  7. What you dont want mobile player? You xenophobic bigot you should be inclusive and accept all the worst types of players into your group. What do you mean they dont behave normally, its their culture you bigot. Now go buy more lootboxes or we will put you in jail for racism.

  8. I'm just disappointed they coined "super-whales" instead of mosasaurs.

    Everything else is as expected. And hardly anything new when talking about MMOs with their guilds and stuff.

  9. Here, Germans made an actual, real, move to "fix" youtube. Since you are an Youtuber, this is something that you should see. In all my years of watching YouTube and following the evolution of the platform, listening to Content Creators talk about various problems poping up. This is the only thing that looks like it could actually work since it involves actual legal steps.

    Videos Title: Attention YouTube: The Clock is ticking!

    Made By: JoergSprave

    https://www.youtube.com/watch?v=oZZ5Kouj_hQ

  10. Wait what? Are one considered a whale when spending $10? Is that only on mobile or is it on all plattforms… Then I'm a whale in 3 games on PC. I spend 10€ per game per month. I actually didn't think that was much money, like a few cups of coffee.

  11. Us true gamers need to hunt these whales before the companies do and skin them and wear their skin based coats and shoes.

  12. It's pretty disgusting that Henry Fondle was able to find work after being fired from What Time is it Right Now?

  13. I didn't even realize until Jim recapped the segment from that earlier video that the guy giving the talk about monetization in this video was a different guy from that one. 😅

  14. Will you ever wrestle in the seattle area or are the groups more separated and don't do joint functions? -newb who wants to see sterdust .

  15. God I wish when Torulf Jernström had said 'you all sit quietly listening to me because that's what all the others do," someone had yelled "fuck off, you money-grabbing bastard!" Might've taken the slimy corporate fucker down a peg.

  16. 'whales', that's the language of casino's… we know where their intentions lie, is that what game developers are choosing as an endgame for their industry, de facto gambling houses directed at children and addicts?

  17. They are probably looking for more ways to make money, Collecting data from the users profiles then selling it off, Why they always wan't access permissions and then hide it behind so many terms and conditions nobody ever reads it, So they don't know what they are agreeing to.

  18. while watching this a news article popped up on my phone. "How Fortnite is making teenagers into millionaires". Didn't read it. Didn't need to. The corporate push-back is REAL, ladies and gentlemen.

  19. The term "whale" comes from casino jargon! Where's the argument that micro-transactions aren't gambling, when they are literally using the terminology of that business?

  20. We all see this from the wrong angle. In a time where so many games get released, you´ve got no chance to even play all the ones that might interest you, these companies help us to sort their shit games out so we can focus on the ones that are worthwhile. 🙂

  21. The Witcher 3 has sold more than 20 million copies –
    Battlefield V sold fewer copies than expected (7,5 million) –

    Ha.

  22. 1 Easy Step to giving someone a headache, why the fuck would you add the voice? Please don't ever do that again lol…

  23. "This is really interesting… " Your speech? I watched 20 seconds of it and I almost fell into a coma

  24. Holy jamoly… the more I continued listening to Jim making an impression of Android Wilson the more i laughed XD I CANT EVEN…

  25. Bring on cyberpunk 2077. Only game I'm excited for atm. Will happily spend whatever crazy amount they want for the game, as long as there is no bs micros

  26. being friendless and a single person makes me feel proud! the society can go to hell. and this cursed race is as obnoxious as it can be that the word "obnoxious, already blushed masturbated, ejaculated, and died from exhaustion many times over!"

    these aren't games anymore this is not a social interaction anymore, and these mechanics are not legal anymore.

    games are gambling, social bullshit is now narcissism battle royal everyone trying to show off more than the others, and these mechanics are just for you to keep paying until you fill the space between us and the center of the galaxy with money!

  27. No, just no. I play games to get away from people. I play games to escape the horrors of the warzone that permeates my mind. I PLAY games to have fun and be entertained. If I want to interact with others I'd sign up for some social network platform. (aside from YouTube)

  28. I understand that it is significantly easier to exploit an abstraction than actual people. I find it fascinating and horrifying that some people are perfectly content to remove any sense of guilt by dehumanising others as opposed to changing their own behaviour. Its hardly limited to this issue, but these executives are particularly brazen.

  29. I’m getting plenty of social interaction through the new Fire Emblem all without online play. I’m talking with my friends about it constantly. Texting, chatting, phone calls, talking in person, constantly sharing information. I don’t need “live services” for that.

  30. Most of the time I leave Steam and my PS4 set to appear offline, because most of the time when I sit down to play games, I'm getting AWAY from other people.

  31. I think there is three primary groups of video game players –

    Group one: Players that buy loot boxes because for some their have job so their time is limited on the video game or their just don't understand the video game that well and can't progress thou the video game very fast! Often you can tell who spend money on loot boxes! Many in this group get over ambitious to progress thou the video game having spent a good deal of money I have spoken to many and many of them don't like me! Their love the social aspect of video games their get to see and understand who doing better then their are and figure when is the best time to spend more money like this is strategy for them which I guess could be but I have never done this so I don't think of it as a form of strategy and if it is a strategy it be very super weak strategy at best!

    Group two: Players that cheat mostly because their don't understand the video game at all and some are willing to spend money to cheat! And group two haves a lot in common with group one if group one never finds out their cheated! What do group one and group two have in common? A need to progressing thou the video game a bit faster however hacking often progress you faster in the video game than group one and group one thinks that group two spent more money which pushes some in group one to spend more money I have seen this done! Just about everyone in this group is super ambitious to progress thou the video game having spent a good deal time lying, cheating in fear of getting caught and, getting a ban on their game all that work for nothing! This group is chatter box on any and all social media networks because their need to know what everyone thinks of cheaters and who have been caught and how their talk up a storm and than some! I am hated in this group by al the ones I know of! I know how to watch them and I find it funny because I understand them without agreeing with them which pisses them off even more! However I do think of this group as a strategist all be it maybe a weak one if that how you feel but many of them do very well in video games and never get caught and some do get caught many of the game developers do nothing to ban them or slow them down! This group have to think ahead of game developers which is believe it or not a form of strategy so that makes them strategist dare I say it maybe a better strategist than me because my true love is playing the video game the way it was meant to be played what a fool I am next to this group and yes I have seen many of them right here near where I live France!
    Group three: This group is a mix of people who understand the game well enough to not drop money into the game or people who are poor enough that dropping money in the video game makes them poorer and many of them don't understand the game! Group one and group two don't really like group three because group three are just playing the video game as it was meant having fun learn the rules and the rewards you get you earned because of hard work or smarter strategy!

    I know a few American that think the French are not good at anything and you may win that argument of many fronts but what many American fail to understand is we are great on many fronts as well making wine like no other this in way means the best world best wine (we do have Bordeaux wines holding many world records) no I mean like no other and you have to be here to understand the true meaning of like no other! Wine is every where often cheaper than water you can find good to great wines all most every where and often cheaper than water we have all kinds of wine every where often cheaper than water wine is are thing its are thing and we are great with cheese and bread! What is understood about the French is we lie like no other again this don't mean we are the best lairs it just means like no other and you may just have to be here to understand that way of thinking because it is a art form a strategy like no other and many to almost all of you miss this point! We cheat and lie to almost everyone we know even in your family its a way of life here you could call it the "French Dream" the exact opposite of the "American Dream"! What is the "French Dream"? Having a little spot of your own with wine, bread, cheese and, if you need to lie to keep your share its OK to do so because we all do it! Sadly some of us take lying over board and my father who is American haves a hard time understanding this "French Dream" why do we have to lie everything have a reason and I know why?

  32. I'm against whale hunting, doesn't matter if it's actual whales or troubled people sinking cash into games

  33. You don’t need people to be connected to have a community
    GTA 5 (before online), Red Dead Redemption (before online), Fallout New Vegas, Fallout 4, Skyrim, Oblivion, Tomb Raider, Far Cry, Spider Man, Batman Arkham, any TellTale games, South Park the Stick of truth and the fractured but whole, Kingdom Hearts, Five Nights at Freddy’s, Undertale, etc.

    And it’s not that hard.
    Just make a good game.

  34. No. I call for co-op games I can play offline with people I know, on separate computers in fictional worlds that have great stories to tell, fun game play, and that don't have poorly designed AI. Games bought are for our entertainment and played in such a way that is fun for us. No one gets to dictate what we are allowed to do inside the games we buy and play besides us. Single player games never have an excuse for me to be forced to be online and forced to play a specific way.

    If I want socialization, I'll visit my friends.

  35. When you wake up, proceed with gobbling on your breakfast, and the first thing you see is that thick Venom reaction of Jim… ah, the day starts good. <3

  36. Hey Jim, perhaps you've talked about this in a previous video, but lately I've noticed the overwhelming presence of microtransactions in fighting games in the form of season passes/ new characters.
    In my mind, this is the worst of the worst. Not only are they introducing microtransactions, but they're microtransactions that offer you a unique play experience that you couldnt possibly have without paying.
    The release of new characters in fighting games hidden behind microtransactions is ridiculous– these arent just cosmetic items or resources that give you a minor advantage in game. These are entire new characters, with their own move sets, play style, and a unique gameplay experience you probably cant get from the "free" characters in game.
    On top of this, the paid characters in fighting games often end up at the top of the tier lists, as if game devs are intentionally making paid characters in their fighting games better, easier, or more meta choices. This is the LITERAL DEFINITION of pay to win. Those paid characters jump to the top of the tier lists, pressuring anybody who cares about winning (which is like.. most fighting game players) to just spend the money and have the better character.

  37. I had to watch the video a second time because I didn't hear a word said that first time.

    I was too busy uncontrollably screaming in fear from that intro.

  38. I am All for Multiplayer….
    COACH MULTIPLAYER WITH MY GF….
    F right off EA and triple A(BS) companies..i am more for coach and splitscreen than fucking multiplayer online since Online is almost 90% of the time…Toxic
    As person with asperger i hate toxicity so f right off BS incorporated -_-

  39. I’m so sick of socializing. As an actual Vermont mountain hermit who refuses to use Facebook, and only comment on YT when imbued with liquid courage, who wished for a private server while making WoW a solo game, I want less socializing in games, less multiplayer and more co op, whales are going extinct btw. And I’m a shopaholic. Eat my loot box EA. Thank GOD for you Jim

  40. I do not want social interactions in my video games. I play games to relax from my day of dealing with people. If I want to play games with people I'd do so with my actual friends, people on the internet are notoriously assholes.

  41. Well I’m slowly realizing that I am the whale they target… there is times I was spending upwards of $50 a week

  42. yeah, fuck these guys. I don't want every single game I buy to be multiplayer only, I fucking hate multiplayer because I just want to get lost in my own adventure and go through the story at my own pace without other players judging me for how I play
    fuck, my favourite types of games just would never work with this social game model- how the fuck do you make a story driven puzzle platformer like Koloro a social game? this is just utter bullshit

  43. I play video games so I can be separated from other people. Its an escape, and that's how I myself and millions of others want it to to stay. I've never once bought a game for its multiplayer and I never will. I love my deep story focused single player experiences exactly the way they are. O j.g, but get rid of all microtransactions and loot boxes. fuck social gaming. Fuck it right in its God damn ass.. I'll stop buying 2-3 games every month and stop owning all the 3 major console manufacturers if games continue this downward trend.

  44. i agree with everything you say, but not the way you say it. while doing your best to transform the old 'action' into 'ac Tion' you trample over grammar and replace the verb 'saw' with the silly word 'sore' 16:58

  45. I hate online gaming. I buy single player on any game I don't care about playing online with a bunch of 12 year olds screaming in my ears. NPC's are my way of playing with 'other people'. That and EA CEO keeps talking Social is because they are Socialists. That and why is the guy just reading off his slide at 7:46 that is sad and he is in front of other people. This is literally the view of the games industry right now. They have no clue exactly what to do anymore.

  46. For the most part I want a game to tell me a story, hopefully an interesting one. I’m not remotely interested in how many kills Johnny369 has racked up.

    Don’t get me wrong I love multiplayer, I frequently play multiplayer games. I play them with friends and family in the same room together.

  47. What's next after "super whale"? "Super whale 3"? "Super whale god super whale"? How about "ultra-instinct whale"?

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