![]() “When Pokémon comes out next week, it will be addictive. “Games in general have been built to be addictive because a lot of the focus now is on retaining users,” he says. It’s not Candy Crush Saga’s “ habit-forming” gameplay that Mike Rose, former senior editor at Game Developer and founder of publisher No More Robots, takes issue with, but the way it’s paired with this free-to-play monetisation strategy. In 2015, for example, King raked in $2 billion in revenue across all of its games, all of that money coming from only two per cent of its total players. Exasperated, you're more likely to splurge a couple of quid on hearts to plug yourself back into its “ machine zone.” While it’s the case that most people don’t overspend, a small percentage, known within the industry as “ whales,” are what have traditionally made these kinds of games financially viable, and, in a case like Candy Crush Saga, monstrously lucrative. At this moment, you’ll probably use up all five of your allotted lives. ![]() Like an '80s Pac-Man arcade machine, the game profits from the idea of “one more turn.” It lulls you into a trance with a run of easy levels before delivering one of nightmarish difficulty. Hon is alluding to Candy Crush Saga’s secret sauce, both the reason King was snapped up by Activision Blizzard for $5.9 billion in 2016 and why it has faced criticism over its ethics. ![]()
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