v21’s avatarv21’s Twitter Archive—№ 59,373

          1. …in reply to @mewo2
            @mewo2 the interesting thing is that gacha & other free to play stuff is first and foremost about optimising for retention and repeat usage, building it into your daily routine and habits.
        1. …in reply to @v21
          @mewo2 then once you're regularly using it and building an ongoing investment in the internal logic of the game, it positions paying money as a way to optimise achieving the goals you already care about
      1. …in reply to @v21
        @mewo2 the museum has a lot of constraints that free to play games have, but also a lot of opportunities they don't - hard to get the huge userbase into a physical space, but also much easier to make deeper connections with people
    1. …in reply to @v21
      @mewo2 MMOs and so on are especially powerful as this kind of game - you're centering this game as part of people's social lives and sense of worth. a WoW sub is a small price to play to get somewhere to hang out with your friends. (Fortnite is the up to date ref here). serious bank.
  1. …in reply to @v21
    @mewo2 so, mapping that back to museums: they also have the different positioning as something that is not a commercial endeavour, that (ideally) wants to be porous and open to influence from their visitors and wider community
    1. …in reply to @v21
      @mewo2 basically what i am saying is that you should position the museum as a community-run project, supported by a large base of people who gain regular value and sense of belonging, and in turn donate generously because they care about its ongoing health
      1. …in reply to @v21
        @mewo2 (i am both 100% serious about this and also not serious about this. but yes, it's an interesting framing to map it against)