bence
@bence
you need these 2 things in your app that gacha games and pop mart blind boxes mastered 1. positive friction: introduce intentional delay for higher emotional payoff 2. variable ratio rewards: varying both what, and when, users get rewarded for the same core action achieves greater stickiness. creating the chance for a rare, but high value, payoff will drive repeat behaviour. you’re driving not just progress, but possibility, leveraging a perception of sunk costs
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dusan
@ds8
loot boxes in a nutshell
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Sterling Schuyler
@sterschuyler
Right? Which historically have been a huge turn-off for gamers, but I guess it depends on who the target user is
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bence
@bence
if game is free and fun as non-paying user imo they are fine
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