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dennishegstad Let's say there is a game and that game has a marketplace. If that game has 1 currency: gold, you're going to spend a lot of time playing, picking up gold along the way and getting what you need when you need it...
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dennishegstad But now lets say that game has gold (which you earn in game) and rubies which you earn by purchasing them with gold or purchasing real money. The game is going to force you to make up the value of those rubies by stretching out game play, adding grind, etc...
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dennishegstad Now lets say the game has gold (in game), rubies (in game or purchased with real money) and then emeralds (which you can buy with gold or rubies), and dust (which you can only buy with rubies)...
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dennishegstad That game is going to end up being mostly periods of waiting or grinding to build up currency, pushing you to buy currency, with very little action. But lets say the game has one more...
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dennishegstad Now you've got gold (in game), tokens (in-game or purchased), rubies (in-game or purchased), emeralds (in-game gold or rubies), and dust (only rubies) and all of those things buy different types of advancement...
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dennishegstad You need dust to level up your character, tokens to level up your spells, gold will buy you equipment but only emeralds can upgrade equipment & tokens are needed to unlock additional stages, Now you've got what is basically a cookie clicker game, but with a lot more waiting...
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dennishegstad So, the rule is, the more currencies a game has to buy things, the less time it will actually have you playing, the more time it will have you grinding or waiting for the things of value to accrue, to push you to spend real money. And:
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dennishegstad The more currencies they have the less gameplay the game has and the more they are trying to hide that fact by making it less obvious the system is pushing you to pay real money, thus the rule.