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Maple Raising: Catching Up to Lineage? Deepening of Pay-to-Win and Outlook on the Game Industry
This is a review covering the recent deepening of MapleStory Idle's in-app purchase issues, intensified ranking competition, and concerns about the resulting boom in idle game development in the gaming industry. The intensified in-app purchase inducement shows a Lineage-level business model, making it very difficult for free-to-play users to progress. It expresses concerns about Nexon's successful maintenance of its business model and the intensifying competition among other large and small companies to develop idle games.
1. 📈 MapleStory Idle, topping Google Games and an unusual trend
- ✅ MapleStory Idle is showing an unusual trend, topping Google Games.
- ✅ My combat power is more than 20 times stronger than at the time of the review, but it's still an endless loop of farming.
00:00 - 00:37
1. 📈 MapleStory Idle, topping Google Games and an unusual trend
- ✅ MapleStory Idle is showing an unusual trend, topping Google Games.
- ✅ My combat power is more than 20 times stronger than at the time of the review, but it's still an endless loop of farming.
00:38 - 01:33
2. 💰 Intensified In-App Purchase Inducement: Forced Spending to Maintain Ranking
- ⚠️ The biggest problem with MapleStory Idle is the intensified in-app purchase inducement.
- ⚠️ There are many probability-based growth elements in the store, such as Tube Star Boss and Elite Monster summons.
- ⚠️ Excessive emphasis on combat power and ranking is causing stress for top-ranked users.
- ⚠️ Situations arise where you have to spend money to maintain your ranking, even if you don't want to.
01:34 - 02:26
3. 💸 Account Value Drops When Ranking Falls, In-App Purchase Structure Like Lineage
- ⚠️ The structure is such that account value also drops when ranking falls.
- ⚠️ Spending is necessary to continue playing the game or to sell the account.
- ⚠️ The situation of being forced to spend money is similar to Lineage.
02:27 - 03:09
4. 💸 Difficulties for Free-to-Play Users: Unable to Clear 14-Day Quest
- ⚠️ Not only rankers but also free-to-play users have great difficulty progressing in the game.
- ⚠️ Content exists that induces spending, such as the 14-day quest.
- ⚠️ The game progress speed is very slow if you don't spend money.
03:10 - 03:52
5. 🧘♂️ A Game Where You Only Meditate Without Spending
- ⚠️ A game where you can only meditate like a monk and quit if you don't spend money.
- ⚠️ Evaluated as the world's most insane meditation game.
03:53 - 04:30
6. 📈 Evolution of Idle Game BM: From Small to Large Companies
- ✅ Continuing the business model of existing idle games such as AFK Arena and Miracle Sword.
- ✅ In the past, it mainly came from small and medium-sized game companies, but now large companies are also paying attention.
- ✅ Initially, users are attracted without spending, and then gradually induced to spend.
04:31 - 05:32
7. 🏢 Large Companies Entering the Idle Game Market: Netmarble's Success Story
- ✅ Netmarble's Seven Knights Idle Adventure is a prime example of success.
- ✅ Earned nearly 100 billion with 25 developers.
- ✅ Berserk Idle also hit number one in Korea.
05:33 - 06:04
8. 🎮 Idle Game Development Boom and the Future of the Gaming Industry
- ⚠️ Increased release of idle games by large companies such as NC's Trickster M and Nexon's MapleStory Idle.
- ⚠️ Concerns about the standardization of the gaming industry due to the success of the idle game market.
06:05 - 07:23
9. 🔄 Repetition and User Churn in Idle Games, and an Even Spicier Business Model
- ⚠️ The repetitive nature of idle games can lead to user churn.
- ⚠️ Nexon may release similar games such as Dungeon Fighter Idle and Kingdom of the Winds Idle.
- ⚠️ Many opinions say that MapleStory Idle's GM is even spicier, and it is also evaluated as a Lineage-level business model.
07:24 - 08:48
10. 📉 The Ending of Idle Games: When Your Wallet Is Empty
- ⚠️ The thought that MapleStory Idle was a game that shouldn't have hit number one.
- ⚠️ Idle games have low barriers to entry but heavily induce spending.
- ⚠️ Users keep playing out of curiosity, but in the end, only their wallets are emptied.
