The Worst Video Game Business Models

Remember, just because you think monetization models have hit rock bottom doesn’t mean that the business people agree.

This isn’t a full article in any sense, but I’m annoyed, and so I write. This is going to be a brief list of specific games with business models that I hate and/or think are incredibly stupid. In order to be on this list the game had to be at least somewhat released, and do something uniquely and impressively shitty. Blind boxes, overpriced microtransactions, and “Surprise Mechanics” are all very well and good, but the games in this article all looked at those mechanics and went, “We can do worse!”

Axie Infinity

Ah yes. Axie Infinity, otherwise known “Pokemon But On The Blockchain And Worse.” It costs something like $150 (Oops, like $30 now, cuz Crypto) per Axie, and you need 3 just to play, which makes Axie Infinity cost about $90 $450. And fuck the blockchain.

Okay, so before the big Crypto crash recently, these things were a lot more expensive.

Princess and Conquest

Princess and Conquest is a Pornographic Action RPG with Political Simulation elements. I have a writeup on it. While you can just buy the game for like $12, that doesn’t actually get you all the stuff in the game. If you want all the characters, you have to be subscribed to the creator’s Patreon at the $20 a month tier so that when the limited character distributions are done, you can send over you save files to be modified. Also, a good half their updates are also behind a paywall?

Here’s a better idea: I already paid you $12. How about instead you just fucking add the content to the game?

Star Citizen

The true master of NFTs before NFTs existed, Star Citizen has been in development for just about 10 years now! Chris Roberts promised a space MMO with 110 explorable solar systems, hundreds of ships and players, and fidelity unlike anything ever seen. With over $500,000,000 raised over that time period, they’ve delivered a buggy tech demo built in Cryengine with one solar system that doesn’t support more than 30 players in a server. That hasn’t stopped them from selling ships for hundreds of dollars, not all of which are actually in the game, and having a pledge reward tier list that goes up to the $25,000 mark.

None of these actually include the “game package.” You have to buy that separately. I’m also not sure all of these are actually in the game.

Yu-Gi-Oh: Master Duel

Yu-Gi-Oh Duel Links had a model for digital TCGs that I actually rather liked. While the prices per nonexistent cards were fairly high, there was a box system where each “Box” of cards had a specific set of cards in it, and after you pulled a given card, it was removed from the box until you chose to reset it. This meant that if you were really after a specific card, you were guaranteed to get it if chose to buy out the whole box. Then, after getting that card, you could reset the box and start again if you so wished. It still cost too much god damn money, but I actually bought a fair amount of boosters for this game when they went on sale, and it was better than most digital TCGs that guarantee you a great big fat fucking nothing.

So it was almost impressive to me how badly Master Duel, a different video game for the exact same card game, choose to do their model.

Instead of having individual boxes that are released in small sets, every single box pulls from the same set of over 6000 or so cards, with higher rates for the “Featured” cards for that box. In addition, if you pull a card of the two highest rarities that correspond to a secret pack, you unlock the ability to buy cards from that secret pack.

But only for 24 hours. And again, only half the cards you get from those secret packs are actually the featured cards, so you might not get shit. I have other problems with Master Duel, like the fact that the general power level for Yu-Gi-Oh makes the speed of MTG’s Vintage format look like a casual draft cube. But the fact that someone looked at limited time gacha draws, and TCGs and went “How can I combine these and make it worse?” earns Konami a big “Fuck You Motherfucker” and Master Duel the 4th slot on this list.

HuniePop

I’m going to be honest. I chose to play through HuniePop purely to flex on a friend who thought that the game was “Too hard” and that “Most people couldn’t beat the first level.” For reference, this friend has beaten all three Dark Souls games, so my first impression was that they just really, really sucked at puzzle games.

Having now actually finished the game, I have to admit it was not as easy as I was expecting. But I still beat it, so suck it Kyle. Anyway, HuniePop!

HuniePop is sort of combination of dating simulator and match 3 puzzle game. I have some issues with the game’s implementation of both of these mechanics. But credit where it’s due, it did make me realize that I was about to forget a girlfriend’s birthday for the second year in a row. More on that in a moment.

Anyway, after a brief tutorial and introduction to the game’s mechanics by a sex fairy, you’re given a magic phone that that will let you locate girls you encounter and also show you information about how much they like you.

Hmmm… when you put it that way, it’s kinda creepy. Like, it’ll show you if they’re asleep, but you can’t go visit them or talk to them if they’re not already in a somewhat public place? I dunno. Anyway, that brings us to the first of the two main gameplay loops.

While HuniePop advertises itself as a match 3 game, there’s also a large portion of it that functions as a sort of memory game. Here’s how it works. After the tutorial, you’ll start off the first day, and you’ll go around talking to girls. There are four time blocks in a day, and the game progresses to the next time block when you choose to go talk to a different girl. These blocks are Morning, Noon, Evening and Night, and with some small difference for Evening and Night, they all function pretty much the same.

While you’re interacting with one of the girls, there are five actions you can take. You can buy her food, which increases the food meter, you can offer her a drink, which she generally won’t actually take you up on unless it’s already much later in the day, you can give her a present, or you can just chat with her. Food, alcohol, and gifts all cost Munie, one of the game’s two currencies, that you get by successfully completing dates (Editor’s note: just like in real life). Chatting with a girl gives you a small amount of Hunie, the game’s other currency, but lowers her food meter. Chatting is actually a fairly large portion of the gameplay loop, and she’ll either tell you something about herself, such as birthday, favorite season, etc., or she’ll ask you to remember something she’s told you previously. Getting these questions correct rewards you with extra Hunie, which is used to upgrade your stats, and increase the value of various tokens in the match 3 portion of the game.

It’s worth noting that none of these things actually make her like you any more.

In order to get her to like you more, you have to go on a successful date, and this is the match 3 part of HuniePop.

This is where HuniePop has some differences in genre from most other match 3 games. There are 5 different types of symbols, which each have a different mechanical effect:

Talent/Flirtation/Romance/Sexuality – These are the four symbols that build your affection meter. You need to fill this meter before you run out of turns to successfully complete the date. They’re the circular symbols in the image above. Each girl has a like, and a dislike. Matching the symbols they like will net you more affection, matching the symbols they dislike generally net you less. The other two types will just give a base amount.

Passion – The heart shaped symbols. Matching passion symbols boosts your passion level. Higher passion level gives you a multiple on the amount of affection earned from the four symbols mentioned above.

Sentiment – Sentiment tokens are the small teardrop cyan tokens. They give you energy in order to use your “Date Gifts” which are activated abilities. Abilities can range from permanently increasing the spawn rate of certain tokens for the rest of the date, to removing all tokens of one type from the board, to just replacing all tokens of one type with another.

The Bells I Can’t Remember The Name Of – They’re the bell shaped ones. You match these to get an extra turn.

Broken Hearts – If you match broken hearts, you will lose a large portion of your affection meter. You don’t want to do this.

I think this single gif is responsible for 90% of the bandwidth usage on this site…

While these mechanics are interesting, I have two big problems with them. The first one is how Broken Hearts feel to play with. Because you’ll try to avoid matching them, you’ll find yourself often with a very clogged board state, and it can be easy to have new tokens fall into the board, and set off broken heart chains. It’s frustrating, and it takes away some of the fun I’ve always had with match 3 games: trying to set up ridiculously long combos.

My second problem is a design decision that was made regarding how matches work. If you make a match that includes a set of 3 orbs going up, and 3 orbs over, in a sort of a L shape, with one shared orb in the corner, the game does not count this as a match of 5 orbs. In fact, it won’t count two of the orbs at all. It will just remove the highest match of three and remove the other two. It makes it much harder to set up certain combos. I just don’t understand why they made this choice.

So why do I think that this is a design decision? Well, if you successfully date a girl enough to get her to want to come home and fuck you, there’s a secondary mini-game version of the match 3 puzzle where you have unlimited moves and in that part of the game the L pattern does count as a full match.

Speaking of which, I think it’s time to briefly cover the “Adult Content” that’s present in HuniePop. There is… surprisingly little of it honestly. It’s there, but outside of some bare breasts, and six or so images, nothing ever reaches past the level of “Hot Babe Calendar.” It’s suggestive, but except for the aforementioned, not really explicit.

Overall, HuniePop is decent. It’s not amazing in any sense, but I did find myself continuing to play it, and trying to to beat it. The difficultly curve is a bit weird, with some unusual spikes, and there were a few challenging points. It’s better than I was expecting, and if it wasn’t for the pattern mechanics and Broken Hearts, I think I would have had a fair amount of fun with it.

HuniePop is available on Steam, and also GoG (You’ll need to be logged on Steam to see it though, because ADULT CONTENT). If you want to hit on anime girls and see breasts while also playing a weirdly difficult match 3, this might be the game for you. If you’ve got no interest in the game’s erotic theming, though, you’d likely be better off with another puzzle game. (I would personally suggested Beglitched!)

Death’s Door

Death’s Door is has some great moments, and a lot more monotonous ones.

Death’s Door is a Zeldalike. I had that word in brackets, intending to replace it with something else, but I couldn’t find an appropriate replacement, so it stays. You play a small crow working for the Souls Commission. Things happen, and now you have to go places and kill the monsters who live there.

Death’s Door is fine, but it’s not good enough for me to really want to recommend it. It doesn’t do any single thing wrong, but it also never really felt like it did anything super special or unique. It has good moments, but after playing for 10 hours, my primary memory is one of frustration with the controls, and a few cool boss fights.

You’ll go from area to area, solving puzzles, and combat gauntlets, and finally getting to a boss who has to be defeated. These areas are fairly linear with a bit of back tracking. As far as I could tell, there were no real branching pathways, but there were a fair number of hidden areas.

The game just never felt that special though. There are a bunch of weapons, but only one really feels like it changes up how attacks work. Of the four spells you get, three felt just like the same projectile with different charge time. The puzzles were never quite challenging. The combat gauntlets were fine, but the longer non-gauntlet sections often ended up feeling tedious. The upgrades that you can buy are purely numerical, and never felt all that special or meaningful.

Howeverrrrrr…..

To be clear, this is effectively a mini-boss.

The full boss fights are, with a single exception, my favorite part of the game. They’re fast paced, bombastic with incredible art, and don’t overstay their welcome. Or at least most of them are. There was a single fight that drove me absolutely insane, and did a great job of illustrating my biggest problem with the game: the controls.

Death’s Door does not feel like it was meant to be played with a mouse and keyboard. I’m not sure how to illustrate this outside of giving an overly long explanation, so here goes:

Your movement is controlled with WASD. You can also swing your weapon with left click, use a spell with right click, and charge a heavy attack with middle mouse. (I never incorporated the heavy attack into my patterns, it was just too inconvenient.) You dodge with spacebar.

The problem is with how directionality works. Since you move with WASD, you can only move in 8 directions, and moving anything that isn’t up/down/left/right requires you to hold down two keys at once. Attacking, however, uses targeting from your mouse, and specifically where your mouse is relative to your little crow. Dodging, however, uses the direction that you’re facing at any given point in time. In addition, the camera isn’t permanently centered, which means that if it moves to keep a boss in frame, you can find yourself swinging in the wrong direction because the camera moved, and moved your mouse relative to your player. I often found myself dodging into an attack I was trying to avoid, or missing attacks because I lost track of where my mouse was relative to my crow.

This is my biggest actual problem with the game. While there were some minor technical issues with text boxes and pop-ins on various objects, I suspect these were caused by the fact that I was playing on an ultrawide monitor more than any actual technical failing.

The one thing I really do want to praise about the game is the art. There are some incredibly beautiful moments, mostly with the boss enemy design. The world itself is striking, even if it’s not always obviously impressive.

So that’s Death’s Door. A solid Zeldalike with incredible art, a few clever moments of world building, great boss fights, but also with janky controls, and a generally sort of humdrum feel for the other parts.

If you’re absolutely craving a game with simple Zelda-esque gameplay though, you could probably do worse. It’s available on pretty much every standard console, and for PC on Good Old Games, Steam, and the Epic Games store.

Inscryption

An incredibly interesting deckbuilder that takes the 4th wall and uses it as cardstock.

Let me save you a lot of time. Go play Inscryption. Here’s the game’s homepage. It is very good. That’s not to say I don’t have problems with it. I actually have one very large problem, but I’ll get to that later. Once you’ve played the game, obviously.

It’s okay, I’ll wait.

……………..

You finish it yet?

>NO, I haven’t bought it or started it.

>NO, but I started Inscryption .

>YES, I finished Inscryption

Your move.

Orna

Orna is an interesting augmented reality game, with an focus on the “Game” bit.

Orna is an augmented reality game in the general vein of Pokemon Go. Where Pokemon Go is heavy on the augmented reality and sometimes forgets to be a game, Orna remembers that AR games are supposed to actually be… well, games. In general, it functions as a semi-procedural RPG. There are monsters to fight, dungeons to explore, quest givers, inns, and shops.

You can filter what shows up on your map by what you’re looking for, including only showing enemies, or only showing larger bosses.

Like Pokemon Go, you have a sphere around you that dictates what you can interact with, and if you want your character to move, you need to move around in real life. The game world is overlaid on top of a world map, and you tap nearby things to interact with them.

Perhaps the biggest difference between Orna and most other augmented reality games I’ve seen is that Orna is focused on being a game. While combat starts out as a fairly simple affair, leveling up gives you the ability to unlock and switch between additional classes. The higher tier classes give access to additional skills, abilities, and skill slots, letting you bring more moves into battle.

For example, earlier in the game I had a thief who turned into a magic wielding wizard. I would buff myself up to be able to dodge attacks, then just stab people a bunch. After a while, I found that not having access to elemental abilities was making it harder to defeat certain enemies. So I switched over being more of caster.

Before I stopped playing, I’d rebuilt again into using physical damage, but casting low-mana cost spells to apply elemental damage of various types to my attacks, while trying to lock the enemy down with sleep and other status effects. This only worked because I’d unlocked a high enough tier class to bring in about 8 spells to battle, and ran a pet that had a chance to heal me each round, so I could just focus on damage and status effects. So there was quite a lot of build variety available to me.

You start out with just two skill slots, but you get more as you unlock higher tier classes.

The end result of all of this is a reasonably in depth system that, oddly enough, illustrates something to me that I hadn’t thought about too much before. Why do so many Augmented Reality games lack in-depth mechanics? The answer, I realized, is because outside of all this combat, you are at least in theory supposed to be playing this game while wandering around outside. In games with in-depth combat mechanics, combat actually requires attention and planning. Trying to play Orna and not walk into people/traffic/road signs is actually pretty tricky.

Instead, I often found myself pausing my walk in order to finish combat encounters or larger boss fights. Orna includes an auto-attack system to get through fights while not paying attention, but using it tended to result in me getting my ass handed to me. A level of attention and focus was necessary to actually win.

Most of the game’s secondary systems also run into a similar problem. There are dungeons, which are a longer gauntlet of battles, and you can’t pause or anything between. There’s the arena, where you face off against other players’ builds controlled by the AI. Both of these can be a bit tricky, and require you to actually be careful with your moves.

On the flip side, there are some systems that encourage moving around, at least a little bit. You get quests through daily random quests, from quest givers, or from other sources. Some quests just ask you to “explore” and walk a certain distance. In addition, there’s a territory capturing system that gives you bonuses for a time period for beating the mini-boss controlling an area.

No, the blue currency isn’t premium, it’s Orns, used to create various buildings and unlock new classes. But you can’t buy it with real money.

You can also construct various different types of shops and buildings to provide additional passive income, and other boosts and benefits. Some of these buildings can be seen and used by other players, while some can’t. But if you want you can choose to make the public ones private. In theory, this would let you wander around and discover other players’ structures, but in practice, I mostly just built everything in one place, and never left that area.

There are a bunch of other systems, including upgrading items, socketing gems into items, fishing, and various multiplayer raids, but I haven’t played around with them enough to really know what to say.

Look, this photo of my gear is just here to pad out the article.

And that’s a general overview of Orna. An interesting augmented reality game without excessive microtransaction bullshit, but which is sometimes a bit hard to play because of how many mechanics and systems work. Or at least, difficult to play while not getting hit by a truck.

If Orna sounds cool, or you want to play something that requires you to walk around a bit and isn’t Pokémon Go, you can find Orna on the Apple App Store and Google Play store if you just search the name. If you’re not sure, there’s more info on the game’s webpage here.