Is fair matchmaking actually bad design? And how exactly did gaming companies fumble the bag when it came to the army of PhD psychologists they employ?
We talk:
• Sweepstakes, social casino, velocity, and why most players never cash out
• Why Wordle feels flat to some designers and why elegance is not the same as progression
• Surveys as UX, not truth machines, and how to extract signal without lying to yourself
• Compensating differentials, handicaps, and why 50 percent win rates kill progression
• Bots, deception, and whether games are magic shows or fraud
Chapters
(00:00:00) - In the Case of Moral Utility
(00:00:41) - The Game Economist Cast
(00:01:42) - Phil vs. Wordle
(00:05:57) - The Need for Difficulty in Word Games
(00:10:39) - Total War: An Absurd 4x Game
(00:13:34) - How Sweeps Are Getting Around the Gambling Laws
(00:17:43) - Are Loot Boxes Legally Gambling?
(00:21:29) - How Social Casino Works Without Sweeps
(00:23:48) - How To Win at MMOs
(00:27:03) - How to Win on Surveys
(00:32:38) - The Cognitive Task of Food Preferences
(00:36:24) - Have Surveys Ruined Mobile Games?
(00:38:22) - People's feelings in 'Star Wars': Are they reliable?
(00:39:22) - Battlefield 1: Skill Based Matchmaking
(00:44:48) - What's The Argument for No Skill Based Matchmaking
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