No, that’s not my claim that’s your strawman. My claim is that when people do things they’d rather not do, simply because they feel compelled to avoid missing out on a reward, they are being manipulated by artificial scarcity.
Again, you’re being obtuse. At this point, I no longer think it’s intentional.
obviously the reward is part of the gameplay experience. The problem occurs when it’s the only rewarding part of that gameplay experience.
As someone who designs games I have to disagree with your oversimplification.
I could say, “I’ll give you $20 if you punch yourself in the face.” Someone who really wants $20 might still do it, technically, that’s a “game.”
Just because people are willing to play doesn’t mean it’s good design.
They don’t have to tell you to do it they just say it’s only available for a limited time, and your own sense of “I don’t want to miss out” does the rest.
You’ve even admitted this yourself: when you’re given the option to skip it and get the reward later, you take the easier route. But when that option is removed, you don’t skip it.
Honestly, talking to you is making me more concerned about FOMO-driven design. I guess I just assumed we all recognised it, but choose to engage anyway despite our better judgment.
No, something can be popular because people are satisfied with it but something that is popular doesn’t need to be satisfying.
Gambling is popular, do you think most gamblers are satisfied?
Yes, and in those cases it’s now the players moving away.