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Why Life Timers in Mobile Games Are Annoying

This Post Is Opinion and Not Fact

This blog post is my opinion. I am just discussing what I think, and I want you to know what I think.

Why I Wrote This Post

I write about life timers in almost all of my game reviews when I mention the annoyances found in games. I am going to explain why these timers are annoying and what I think can be done to make these fairer for players.

What Are Microtransactions?

Microtransactions are (originally) small purchases you make in games. This is a way to earn infinite money. Much more money compared to the past. This is why developers tend to release free to play games, with microtransactions the most as well.

Picture from DuckTales. A cartoon made by Disney.

Being Free to Play and Having Microtransaction Is a Winning Combination

Free to Play Games Make a Lot of Money

Having microtransactions and being free to play earns you the most money! Sure there are going to be some exceptions like Minecraft and other big games.

Mobile Free to Play Games Make Even More Money

What I am stating is that specifically, mobile games tend to make the most money, as free to play games with microtransactions. While writing this post, I checked the Google Play Top Charts. The top ten grossing games are free to play.

People Do Not Buy Apps on Google Play

The average Google Play user does not buy games. Terraria and Minecraft are some games that sell very well on Google Play. But these games are exceptions and not normal.

Why People Don’t Buy Apps

Why don’t people buy games on Google Play often? I am not sure, to be honest. According to one source, this issue is psychological and due to people expecting apps to be free.

Developers Found Other Ways to Make Money

Developers turned to other ways to make money. They put microtransactions in games. They showed ads to the players. The key point we need to understand is that developers make more money with microtransactions and ads than selling games.

Enter the Life Timer

Developers Figured out They Can Make Money Based on Play Time

At some point, some developers decided on a neat trick to earn money by monetizing playtime. They did this by limiting playtime with lives. Once players have zero extra lives, they must wait in real-time to get these lives back. That or pay money/in-game currency to keep on playing the game.

This System Works Very Well

Mobile game developers very efficiently turned game playtime into a currency. Now players need to earn, wait, and buy this currency to play games.

This system works very well and one of the primary reasons why games like Candy Crush Saga make so much money. But this system is also very manipulative. We need to understand why systems like this are bad to understand how they manipulate players into spending money.

Nobody Likes to Wait for Things!

Like Who Has Time Today?!

I am sure almost everybody in the world hates waiting for things. Or the boredom this waiting brings anyway. Waiting in line, in particular, annoys me. I don’t know a single person that thinks the wasting time is fun.

Timers in Mobile Games Are Artificially Created

The reason why waiting feels even worse in mobile games is that this time wasted is artificially generated. Developers don’t have to do this. They choose to make you wait. Being forced to wait for no reason other to make money is why I hate this system so much.

Be Sure to Bring Your Fast Line Credits!

Imagine you are at a store, and you want to check out. But you don’t have any Quick Checkout Credits™, left. You have to wait in the store for 10 minutes or pay $1 to check out right away. This is the kind of thing mobile developers are getting away often!

Mobile Developers Make You Wait or Pay

In case you are not making the connection I will explain. Once you run out of lives, you often have to wait 20 plus minutes to keep playing the game. Or you can buy some in game currency and be ready to go right away.

By having a system like these developers are encouraging players to spend money to make the issue go away. But don’t forget this issue was created by the developers, to begin with!

This System Only Exists to Make Money

I don’t care what any mobile developer says. This system exists for only one reason. To make more money with microtransactions and to get people to watch more ads. Anybody who says otherwise is manipulative or delusional. Maybe even both.

How Can This System Be Fixed?

Get Rid of the Whole Thing!

First, the easiest solution is for developers to stop using this system altogether! I doubt this will happen, though, as this system makes too much money.

Some Other Ideas

I will have to consider some band aid fixers that don’t remove the issue but make the system more fair for players.

Let Players Hold More Than Five Extra Lives

First, why do all games have a five live limit? Why not give players ten lives or even more? This would be much fairer for players.

Puzzle and Dragons Does This System Better

A great example of this system done well is Puzzle and Dragons. In that game, as you level up and progress in the game, the total amount of energy you use goes up. This makes it so you can play more levels. The energy cost of the levels also goes up, but after playing the game for so long, eventually, you get way ahead of these costs.

Puzzle and Dragons rewards the players who play the most by giving them more opportunities to play levels. I like this solution, and I wish more developers would use it.

Don’t Make Players Wait so Long

Why make players wait over 20 minutes to get extra lives back? I have even seen some games with life timers that are 30 minutes long! If you must have a timer, keep it short! Like about 10 or 15 minutes.

With a life timer of 15 minutes and five lives, it would take slightly over an hour to get all five lives back. Anything longer than an hour is greedy. I also will stop playing that game for the day instead of consistently coming back every 20 minutes.

Let Players Save Extra Lives for When They Really Need Them

Let players hold on to extra lives until they need them! Some games have a system that lets you do this, and it is great. Toy Blast lets you hold onto extra lives earned from events until you want to use them. Candy Crush Saga also does something similar.

Games that force you to use extra lives right away or waste them when your extra lives are full are outdated. I hope more developers allow you to save your extra lives.

Games that have unlimited lifetime rewards should let players save and hold onto that as well! Often I get rewards in games, but I can’t use that reward right away. I might not feel like playing the game anymore. I could be busy.

It would be great if I could have a session of unlimited lives when I want to play the most. This often is right before I go sleep and have finished everything else I needed to do that day.

Let Players Earn Extra Lives More Often

If you are going to make playtime a currency, then let the players earn this currency like any other. Let players get extra lives from daily rewards. Let them play events and save the extra lives they earn. Reward your most active players with unlimited lifetime. So they don’t have to worry about being stuck on hard levels.

Rewarded Videos Need to Be Worth Doing

Also, if you are going to give players chances to get extra lives back from video ads, then make these rewards meaningful! Watching an ad for only one extra life is like being given a dime when you wanted a dollar.

Give players all of their lives back! Give them 10 or 15 minutes of unlimited lifetime. Give them multiple lives from watching ads they can save and use later. The players who will take advantage of this are your biggest fans and play your games the most.

Final Thoughts on Life Timers

This life timer system can be made fairer. Developers need to be willing to be different and try new things. They also need to be willing to not make every cent possible from players.

People can make a good game that is fun to play and sells well. It is not an easy task, but it still is possible. Or at the very least there is a way to make money form players without turning playtime into money.