My patience with enforced 50% win rates is paper graphene-thin.
“A fair game is one in which you win half the time.” It’s hard to argue against such a notion. What is more fair than a coin flip? The problem is that players aren’t equal sides of a coin, nor are the thousands of potential actions reducible to two, easily predictive binary outcomes. Some approximation is required. Or a developer thumb on the scale.
I am still playing Clash Royale despite the disastrous pivot towards blood stone squeezing, and the conceptual breakdown of all progression for long-term players. But some of their shit is driving me up a wall, and will eventually drive me from the game entirely. Specifically, Clan Wars, and even more specifically, a particular game mode with preconstructed decks.
To be sure, there are learning curves involved. Supercell basically took some “top decks” and added them to a pool, from which you are randomly assigned one for a single game. The problem is that some of these decks are just objectively terrible with no redeeming qualities, and still others are straight-up countered by some of the other matchups. For example, these two Classic Decks Battles:
In the first match (at the bottom), my Royal Hogs are immediately countered by Valkyrie, Mega Knight is immediately countered by Inferno Tower. Amusingly, Royal Hogs are also countered by Inferno Tower and Mega Knight by Valkyrie, assuming my opponent times it right. Meanwhile, while I can counter his Goblin Barrel with Arrows, they both cost 3 Elixir and thus end in a wash… with the slightest error on my part resulting in easily >30% tower damage. Meanwhile, my Zappies are basically useless, my Inferno Dragon even more useless, and I can’t use Arrows to counter his Princess or Goblin Gang because then I become vulnerable to Goblin Barrel. I also can’t hope to Fireball him out because he also has Rocket, which deals way more damage than Fireball. The ONLY way anyone could possibly win with the deck I was given was if the opponent was AFK. 1
For a WoW analogy, think Warrior (me) vs Frost Mage (opponent).
The second matchup wasn’t technically as lopsided, but still awful. Bandit is straight-up countered by pretty much every card in the opponent’s deck. Rascals + Zap took care of Minion Horde every time I threw one down, and Hog Rider/Mortar/Goblin Gang meant I could be punished immediately for dropping Elixir Collector or Three Musketeers. Which is what happened, pretty consistently. If I played better, I might have been able to distract a Mortar with my Valkyrie or Bandit in the other lane, and then split a Three Musketeers or something in the middle, followed by a split Minion Horde. Even then, if he played defensive for 20 seconds, my shit would have been countered.
Were these match-ups truly random? Or “enforced” 50% win rates? There is no direct economic incentive for Supercell to “rig” the Classic Decks Battle mode, but the RNG is opaque and it would certainly be a method to ensure that winrates do not get too lopsided.
The third clan war battle I played was Draft. In this game mode, you are given a choice of one of two cards, four times total; whatever you don’t pick goes to your opponent. I’m not sure if the card pairings are 100% random, but you can absolutely get stuck with some extremely shitty decks and/or matchups. And yet I’m fine with that. You as the player have some agency, even with imperfect information, e.g. choosing Minion Horde when opponent might have chosen Arrows. Indeed, Minion Horde in particular is a classical risky pick because of how many cards can counter it… but if your opponent doesn’t have any of those counters, it can be an overwhelming advantage.
My feelings on enforced winrates have changed over the years. Initially, it seemed fine. Necessary, even. But it is rigging, especially in the methods that many game developers go about it: pairing you with terrible teammates, matching you against strong counters, etc. The end result is that I simply cannot trust game developers with (opaque) RNG anymore. They have no incentive to be actually fair – however fairness is defined – and every incentive to produce favorable (to the devs) results. Even if they showed me the specific game code that chooses the matches, I have no reason to believe it operates in that way. This age of monetization and consumer surplus erosion has pushed me past the Cynicism Horizon, from which no trust can escape.
The only thing that game designers can do, and the thing they should be doing, is increasing player agency in the RNG elements. Drafting feels fair, even when the results are not. Maybe it is just another psychological trick to employ, giving someone the “choice” between a rock or a hard place. But it is an important one for not appearing so nakedly rigged in favor of one particular outcome.
1 If you can produce some videos of pros beating non-AFK people with the decks I was given, I’ll concede that I need to L2P. I typically end the season at 4800 trophies and can acknowledge mistakes, but on paper and in practice, those match-ups felt lopsided as hell.
Clash Royale has veered into an interesting monetization direction.
The game has always had built-in P2W-lite elements, and still does. Specifically, you can buy gold and special treasure chests, both of which can accelerate your progression well above the curve. Will it be a permanent advantage? No. Eventually your overleveled troops will carry you to enough victories to place you where your power-level and skill levels indicate. That the system is (eventually) self-correcting does not diminish the fact that you bought wins, but nevermind.
These days, Supercell has fully committed to… emotes. Lots and lots of emotes.
It’s been about two years since Supercell initially double-down on the emote trolling, only to back down three months later. The “backing down” required you to specifically mute your opponents every single game, but at some point they allowed the setting to stay on. However, one of the downsides was that muting emotes then muted them from your own teammate. There really wasn’t much communication possible via emotes, but it was sometimes useful to be able to “complain” about your partner’s inanity.
Towards the end of June of this year, Supercell released the new Goblin emotes. At first, I thought this seemed a bit silly. I mean, they were sold in $25 bundles that included a bunch of gold and cards which effectively made the emotes “free,” but it’s hard to imagine a company selling a sort of cosmetic item that anyone can just disable entirely. Later on, Supercell went on to just sell packages of emotes for $5, and mix and matching the types of bundles.
The funny thing is… I turned emotes back on. And I am somewhat serious about wanting to buy a certain combination of emotes.
The specific scenario I want to be able to communicate via emote is when my own 2v2 partner does something unbelievably fucking stupid. Like, every person I get matched with is supposed to be around my own skill level, right? So how can they be so dumb? It’s one thing to be interrupted while playing the game. It’s something else entirely to place troops poorly, or not at all, or basically get flustered and do random shit.
Goblins have a “roll eyes” and “this is fine (burning building)” emote and I want, nay, need to be able to communicate this to my opponents. Not my own teammate, because they either already know they fucked up, or are too stupid to comprehend it anyway. Just something a bit more… precise than simply the default “angry” emote plus sending a Fireball to the King Tower – the nigh-universal “I give up” action.
I didn’t think emotes could possibly work as a monetization strategy, especially when you can turn them off at will, but here we are. Supercell surprises me again.
I have spoken about Hearthstone’s Dungeon Run mode before, but these last few weeks I have finally figured it out: Dungeon Run is the mobile version of Hearthstone.
That is, of course, a pretty silly thing to say considering a feature-complete version of Hearthstone is already an app. In fact, you can only access Dungeon Run from within the regular Hearthstone app. But having played it at work pretty regularly now, consider the following:
- It requires no prior card collection
- Randomized bosses/abilities for variety of experiences
- No Rope, e.g. time limit on turns
- Relatively fast games
- No real penalty for losing (or winning)
- Can stop and start at your leisure
The last point is a bit dubious, as I have had my Run prematurely canceled when I closed the app in the middle of a match and came back hours later. But aside from that, as long as you complete the current match, I have been able to come back and choose my set of cards for the next round.
In short, I have been having a lot of fun with Dungeon Runs on mobile that I was not having playing at home. And that is largely because I wouldn’t play regular Hearthstone at work, because I might have interruptions that would cost me a game (and ranking). Clash Royale has the same issue, honestly, but losing 2v2 is not a big deal, and each round takes a maximum of 4 minutes in any case. And on the flip side, playing Dungeon Run at home feels pointless because there aren’t any rewards or real “reason” to, comparatively.
Not that it would happen, but I honestly think Blizzard should just release Dungeon Run as a standalone app in the future. Hearthstone on mobile is incredible bloated – the latest balance patch was over 700 MB worth of downloads, and the overall install sits at 3.41 GB, which is absurd for an app. Then there are all the 3Dish animations for cards and minions that are not strictly necessary and could be simplified. So, size, CPU usage, patching… all of those things could be scaled back and optimized as a standalone package.
Or, I suppose, I could try finding a good CCG-ish app that already does those things.
Uh… any recommendations? Aside from Shadowverse, of course – I’m looking for more Ascension-esque than a competitive CCG. I’ve heard good things about Slay the Spire, but that’s Steam only.
Gevlon had an interesting post musing about the gaming middle class.
The current situation is this: if you are a time-rich player without a lot of money, there is no better time to be a gamer than now. Just think about how many F2P titles out there that are available. Similarly, if you are a money-rich gamer looking to get their whale on, look no further than damn near anywhere. If you fall somewhere inbetween, then you essentially get the worst of all possible worlds – pwned both by the time-rich players able to dedicate more time than you, and the money-rich players who buy every advantage.
Making things even worse, Gevlon notes the very model seems to squeeze out the middle-class:
The same question can be asked in every monetized game: why pay anything unless you go full whale? Either enjoy the game for free (if it’s enjoyable), or pay enough to be the king of the hill and enjoy pwning “n00bs”. I believe more and more people will realize this and stop paying/playing. Which in turn creates the wrong impression that potential players are either free or whale, making the games more monetized.
I have experienced this several times in the various phone apps I use to kill time. Clash Royale is an example, insofar as you should either be going all-in or not at all. If you buy a little advantage in the form of bonus chests or upgrades from the shop, you will likely be able to leverage that to boost your rank on ladder. Problem is, you then are facing either whales who are less skilled than you but are leaning on overleveled cards, or people who spent a lot of time getting to that rank with their normal cards and are likely better than you head-to-head. Eventually you will settle at your 50/50 skill range, but that doesn’t make the games in which you lost to overleveled garbage players feel any better.
Another example is a gacha-style anime-inspired game that I will leave nameless, as they are all basically the same. While you can unlock new heroes randomly from “vending machines,” there is a special vending machine that only unlocks when you reach VIP level 9. Ranking up your VIP levels is 100% dependent on spending real money buying diamonds, and VIP 9 requires $200 total to reach. That’s right, two hundred US dollars. This is quite literally pay-to-win, as the special vending machine has exclusive heroes much more powerful than anything else.
Nevertheless, I have still spent ~$35 and ~$20, respectively, in both games over the year or so I’ve been playing them. Like many games of their ilk, a “small” “investment” towards the beginning of the experience allows you to remove some obnoxious barriers for the rest of the game. In Clash’s specific case, there was 10x value deal that remains the best deal to date, such that if one was ever going to spend cash, it would be for that.
As noted, the trouble is that the very monetization scheme punishes middle-class gamers, further polarizing the remainder. How would you even focus on the middle-class in this or any scenario?
Well, just ask the WoW devs.
After thinking about it, the (intentional or not) design philosophy behind WoW from Wrath onwards caters almost directly to the middle-class gamer. The time-rich player will be decked out in the best gear either from raiding or grinding, no matter which expansion we’re talking about. The middle-class though, is unlikely to be able to raid very much given inconsistent hours. Enter LFD, enter LFR, enter Badges/Honor/etc.
Many people will try to exclaim that constant gear resets – happening on a patch basis rather than expansion – hurts people by invalidating all the work you did. Guess what: if frequent gear resets hurts you, you’re time-rich. If you want pain, try doing anything useful outside of a progression raiding guild in the Burning Crusade. If you were not cresting the wave of attunements at the right time, you were stuck in the backwash with little way forward.
So, if you want a model for capturing the gaming middle-class, WoW is it (and presumably FF14). Subscriptions to put everyone on the same field, then allow the time-rich to grind/raid their way to advantage, but cap said advantage with things like weekly lockouts and frequent gear resets. Keep the delta between the haves and have-nots at a reasonable percentage. Make progression possible without needing to specifically put a videogame event on your IRL calendar. Season with some whale-bait (WoW Tokens, cash shop) to taste, and you’re good.
The rise of the mobile gaming over the last couple of years has been covered rather extensively already. And up to this point, I would have argued too extensively. As a phenomenon, it is certainly interesting seeing a market emerge in real-time, but it never really seemed to impact me. The “gamer” population swelled with the ranks of people playing Candy Crush, which had little to do with any core gamers. Maybe a few well-known studios released a mobile app, whatever.
This past weekend ended up being pretty busy, but I still managed to squeeze in around 5-7 hours of gaming. And close to 100% of that time were spent in mobile games on my phone.
Granted, a few of those hours would have been dead time had I not had my phone with me. But close to half of the total was literally me sitting at my computer desk, dicking around with Clash Royale and similar “time wasters.” Part of it was undoubtedly post-game depression stemming from completing Mass Effect: Andromeda. It is always tough for me to mentally transition from 80+ hours of one title into a brand new game that promises similar hours required.
The other part, though? I am wondering whether it is due to my age that I am gravitating towards more instant gratification. Or maybe traditional game designers are getting worse at their jobs?
I spent approximately 20 minutes playing FFXIV over the weekend. I logged in, talked to some NPCs, teleported to some cities, talked some more, then had to take a minute Chocobo ride back to the main base camp to complete the quest. The main story quest, mind you. I had more fun in the 60 seconds of dead time on the Chocobo than I did in the entire 20 minutes playing overall, as I was able to boot up a mobile game, snag some rewards, and restart some locked chest timers.
Now, of course watching chests explode with goodies is a cheap, diversionary tactic at best; it is hardly fair to compare such things to the slow burn of a (supposedly) epic narrative. At the same time, those now-empty chest slots drew my eye to the 2v2 Battle button hovering just above, fat with the promise of compelling and amusing gameplay just a press away. And if I just get 6 more crowns from destroying enemy towers, I can unlock another chest with even more goodies. Hmmmmm.
Needless to say, I logged off FFXIV soon after getting off the Chocobo.
I guess what I’m getting at is the shift towards mobile is a multi-layered “problem.” There is the vapid dopamine rush from getting easy rewards, sure. There is also the front-loaded fun gameplay in quick gaming sessions. Then there is a whole class of game (MMOs) which are utterly reliant on back-loaded… everything. And it is not even that clear that such back-loaded fun is actually required to be back-loaded – that is simply how things have traditionally been done. Why doesn’t Waking Sands in FFXIV have a teleporter when just about every other town does? Is there a legit reason?
I am beginning to question everything. Opening a chest is a vapid reward. Is it more vapid than gaining levels in a traditional MMO? I am playing a Monk in FFXIV, and even after the revamped combat that came with the Stormblood expansion, I’m getting bored to tears with such a limited amount of abilities. I am stuck with limited abilities because the designers don’t want me to get all of them at the beginning because they are afraid I won’t feel rewarded enough in levels 20-60 after having received my full rotation. And they are right to be worried about that – it sounds awful.
Know what else sounds awful? Spending my time playing this game when I can play something else and be having fun right now.
Mobile gaming has not completely consumed my gaming mindspace, as evidenced by the fact that I spent 90 hours in Mass Effect just before this. But I am finding that the proverbial Fun Floor has risen dramatically over the last few months for me, more than it ever has before. Presumably, I am going to remember the twists and turns of FFXIV’s (later) story way beyond Quick Battle #4,872, and thereby justify the time investment.
But sometimes you just want to, you know, have fun when you play videogames. Right now.
I continue to play Clash Royale on my work breaks, and often inbetween games while at home. On the ladder, the start of the Challenger 1 tier is at 4000 trophies, and I fluctuate between that and about 4200. The next tier up requires 4300, but the end-of-season rewards aren’t that much better, especially for the nonsense that one has to put up with on the ladder. Specifically, players with less skill but higher-level cards they got either from grinding one specific deck, or using cash.
Usually the latter, honestly.
The problem – or, rather, Supercell’s money-making feature – is that new cards come out about once a month. Sometimes the card is OP, sometimes it’s junk, sometimes it just makes the gameplay more interesting. Trouble is, my skill level is such that I am actively punished for changing my deck.
This high in the ladder, anything less than a level 11 common or level 9 rare card is mostly garbage, with only a few exceptions. New cards come out at level 1, and require you to both collect the necessary amount of cards (which is not a given) and the necessary amount of gold to upgrade the cards. Going from a level 1 to level 11 common costs 35,625g; rares cost about the same, 35,600g, to get to level 9. The cost of upgrades is exponential, with the “hump” between level 10-11 common and level 8-9 rare being 20,000g by itself.
It is not inconceivable to accumulate the 20k gold by normal gameplay within the month, but 35k gold is really pushing it. Nevermind how all the gold is being funneled into upgrading a new card, rather than the cards in the actual deck grinding the gold. The next level tier above 11/9 costs 50,000g, for example, and might be enough to start winning you games that you should have lost. Or you could play with the new cards and probably be rolled.
The latest preview shows that there are 5 new cards to be released, including one Legendary card. Seeing this on my screen after grueling matches between either equally skilled opponents or P2W whales is demoralizing beyond belief. These new cards could be something cool, something to revitalize my flagging interest in the game. But I can’t afford to keep up.
This is absolutely a Red Queen scenario too, because while you might not be upgrading, everyone else is, and that makes your own cards weaker over time. For example, one of my favorite cards is the Furnace, as it spawns little Fire Spirits every 10 seconds; people typically don’t know how to deal with it, and often end up wasting Elixir trying to play around it. Trouble is, if your opponent has a higher level Princess Tower (e.g. one of the towers you need to destroy to win) than your Furnace, the Fire Spirits get one-shot for free versus forcing your opponent to respond or take gradual damage. For this reason, I poured a lot of resources into getting the Furnace to level 9 ASAP. Nowadays, half of my opponents are level 12, which means my Furnace is practically useless. Over time, this is just going to get worse, as more and more people continue leveling up.
Supercell has ways out of this death spiral, although I’m not entirely sure it’s enough. The various tournaments you can play in cap the levels of cards such that everything can be relatively balanced. More recently, they re-introduced the 2v2 mode and allowed you to play it while earning treasure chests and Crowns. The 2v2 mode actually uses your potentially over-leveled cards, but the introduction of a partner and the general chaos of the fights obfuscates the level disparity at worst, and sometimes negates it entirely at best. For the past week, I have opted to fight zero regular ladder games because 2v2 is immensely less frustrating to lose. And even when you do lose, you don’t actually go down in ranks.
That being said, the situation still feels pretty grim. Supercell recently changed the matching algorithms such that you can’t really sandbag your ranking anymore; even if you intentionally drop 500+ ranks, you end up facing other skilled players who have sandbagged themselves too, potentially trapping yourself at lower levels. And while the 2v2 mode is technically here, it also has an apparent time limit. Nevermind the fact that if the 2v2 mode actually sticks around and “resolves” my issue, that means Supercell forgoes the thumbscrew that is the ladder system.
The ideal gamer response seems to be… being mediocre at the game. That way, upgrading cards doesn’t take tens of thousands of gold, and thus you have more free gold to more easily try out newer cards as they are released. Plus, you know, you are less likely to be as invested in continuing to play the game, thus less tempted to throw down cash to stay competitive.
Eroding and monetizing every inch of Consumer Surplus has always been the end-goal for these companies, but more and more I am understanding exactly how malicious it ends up feeling.
I have been musing a lot about Hearthstone and Clash Royale lately.
In Hearthstone, I bought around 22 packs of the latest expansion with accumulated gold and… things didn’t feel particular satisfying. A lot of duplicate commons, and only one Legendary (the hunter quest). I kinda screwed myself over inadvertently though, as I opened a pack reward from the Tavern Brawl, which ended up being Carine, a duplicate Legendary of mine, thus removing my pity timer.
According to Reddit, the latest expansion will cost you about $400 to get all the cards. Let that sink in a moment. $50 will get you 40 packs, and I opened about half that and got hot garbage. Spending enough money to buy a AAA videogame on release will likely not even get you remotely competitive in a F2P game.
This sort of begs the question though: how much should it cost to be competitive in a(ny) game?
On the one hand, I think cost analyses for an entire expansion are a bit ridiculous. Out of the 135 cards available, how many are actually any good? Cutting out the terrible Legendaries will reduce Dust cost by 1600 apiece, for example. Then there is the consideration of whether you really need all the cards on Day 1. There are going to be weeks and weeks of Un’goro, during which you can accumulate more packs naturally. Granted, if you are still buying Un’Goro packs a month before the next expansion’s release, you won’t have any buffer there.
On the other hand… well, it’s all terrible. A bunch of cards just rotated out, so if you aren’t rolling in the latest expansion cards you may as well just give up. Or go play Pirate Warrior and hope the other guy doesn’t have one of a thousand new taunts.
Clash Royale is a different F2P game, but I am encountering similar breakpoints. Specifically, I had a deck that I focused all my in-game resources on, the meta shifted, and now my deck gets hard-countered very easily. You can switch your cards out, but leveling cards takes increasing amounts of gold, and thus I can only field under-leveled cards against people with focused decks.
How easy should it be to max out your stuff though?
Personally, I feel that answer should be “immediately” for competitive PvP games. What is the point of a ladder in these games if you can buy your way to the top? It honestly reminds me of the gacha games, which have “VIP Levels” that unlock as you spend more money buying diamond currency. Well, except these gacha VIP levels are permanent and don’t reset each time new cards come out.
Alas, this is not the case.
What is worse is the simple fact that these games also do not have logical endpoints. They are fun. Then, gradually, they are less so. At what point on the Fun Gradient can you draw a line? I suppose games like Hearthstone are little more cut-and-dry since expansions are released, cycle out, and otherwise contain clear demarcations on the calendar. Clash Royale, meanwhile, does not. I am having less fun than I did a few months ago, but still more fun than either nothing or another game. So I continue to play, with internal injuries accumulating from the dissonance.
And just to be clear: these games are engineered this way. Payslopes? More like Funslopes. And at the bottom of this slope is just a money-pit that you fill with cash to try and make a softer landing.
Gaming has gotten pretty complicated for me these days.
The annoying part of this situation is that the complication is all by design. Clash Royale recently celebrated its 1-year anniversary, for example, which means I have been playing this mobile game off-and-on for about a year. Just the other day they teased a “one time sale” that included 100,000g and a Magical Chest for roughly $25. At the stage of development I’m at in the game, that amount of gold would effectively allow me to upgrade two units. Two. For $25.
And I was seriously considering it.
The only real thing that stopped me was that the deal wasn’t as good as the prior deals I did take advantage of. The $25 thing was only a “x4 value” whereas I dropped $25 on a different package several months ago that was a x10 value. At the time, it offered a rather significant boost of power, and allowed me to finally snag an Ice Wizard, which I have used in every deck to this day. Conversely, it is not entirely clear that upgrading two units for 100,000g would see similar returns.
In addition to Clash, I am playing three separate gacha-esque games with similar payment models. Four, technically, if you include Fire Emblem: Heroes in there. I haven’t spent near as much in those as I have in Clash, but I do boot them up every single day for the feeling of incremental progression. And all of them are offering “amazing” deals for $10, $25, even $99.
Then look what happened with WoW. There is currently a “sale” on character services, which means it “only” costs $18.75 for server transfers. Since I had over $180 in Blizzard Bux from cashing in WoW Tokens, I decided to use some of those funds to move the survivors of Auchindoun-US over to Sargeras-US. Moved about four toons thus far, and thinking of a fifth. That’s $75 already. Not $75 from my bank account per se, but I could have nearly bought StarCraft 2: Legacy of the Void and 50 packs of Hearthstone’s latest expansion with that same amount of funds.
All of this is why I take a somewhat adversarial stance with game designers. If these were all B2P games, we would not be having this discussion; instead I would be lamenting about how there aren’t enough hours in the day to play all these great games. Instead I’m talking about services within a game, or progression boosters, any of which are more expensive than actual, other games. I just bought Mass Effect: Andromeda from GMG for $41 and some change. That’s roughly two character transfers in WoW, or a few unit upgrades in Clash Royal.
Now, there’s the argument that there aren’t that many games you could even play for a whole year and not tire of. Doesn’t Clash Royal deserve my money for how much amusement it has generated? Isn’t plopping down some cash on these games technically cheaper than paying full price for new releases every few weeks/months anyway?
I think those are the wrong questions, and intentionally engineered to take advantage of cognitive dissonance. Because we aren’t asking those questions up front – we are asking them after having “invested” dozens (or hundreds) of hours into the game. If you told me at the beginning that it took 50,000g to upgrade units in Clash Royal, I would have balked. But having stewed in a pot of nearly boiling water for a year, it all seems reasonable. “Of course it makes sense that I used to get upgrades every three days, and now only get one a month.” Not really, no.
(Especially not when they end up nerfing units a month later. No refunds here.)
The value of money is mostly relative. Going from making $20k to $30k is life-changing, whereas going from $100k to $110k is likely not. However, money is also fungible. Dropping $10 or $25 here and there might make sense in the context of whatever game you are currently playing long-term, but those same dollars could buy anything else.
It is important, IMO, to consider the full picture of what your gaming dollars may or may not be purchasing. A server transfer in an MMO that will save your waning interest may seem a bargain. Hell, it might actually be a bargain in the final analysis. Just be cognizant that the decision should not be “do I spend money or not,” but rather “do I give up X or not.” I decided that two unit upgrades in Clash Royal isn’t worth half a Mass Effect. Framing it this way helps me resist all the fallacies (Sunk Cost, Gambler’s, etc) working on the decision to make it seem reasonable (when it is not), and gives me an answer I can live with.
Maybe your gaming budget is such that you don’t mind dropping hundreds of dollars a month into whatever. In which case, feel free to Paypal some my way, chief. Otherwise, we all have to look out for each other a bit, because the game designers and the in-house psychoanalysts on their payroll certainly are not.