I appreciate the first part you wrote, it would be a good general criticism of anything really: "You don't explain enough. The burden of proof is on you." Except I don't make extraordinary or unfalsifiable claims, I just generalize. My goal is to disprove such a Teapot claim, that it is somehow possible to give away a game and charge people after, without cheating or abusing most of them.
My sentence which you singled out, doesn't even need proof, we don't need to imply intention. It is stated in Doublespeak in the earning reports of these companies. Such as for Acti.blizz.: "Engagement drives recurring revenues and strong cash flow."
I've been quoted out of context a couple of times already. Fine, I'll explain, but was it really necessary to truncate that sentence to make your point? Post release monetization betrays an intent to profit from addiction...., be it addiction to progression or gambling.
The two predominant methods of monetization are gating progression (Pay-to-win) and gambling (loot boxes). Both of them are notorious for making people act compulsively towards a rewarding stimulus otherwise known as addiction.
Rewards in a game allow to teach a player to act in a certain way. It's just like training a pet, by using positive reinforcement / treats. But animal experiments also show that subjects can learn this conditioned behavior from each other. B.F. Skinner experimented with hungry pigeons in a box and he figured out a way to quantify their response (=engagement). This is him in a 4 min clip.
So that part kind of explains "All causes are external". But one needs to contemplate that stuff, to understand its significance : Nobody acts, people only react to their environment. Enjoying isn't an act, it's a reaction. This is also the second characteristic of addiction - reinforcement.
Reinforcement and Reward characterize addictive stimuli. Reinforcement is the external stimulus (You got a Raise!), reward is the internal stimulus. (Wow!). That comic is really, spot on. I just realized.
The second quote I'm not going to argue. It explores the question of how much exploitation of psychology should be allowed, enough to serve a noble purpose. Not keep people playing for 1000 hours.
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