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Tuned to spend

Difficulty tuned to make you pay

The game is made hard or easy on purpose to get you to spend.

Caution · Built to push spending

When a revenue target sets how hard a game is, the challenge is a way to end your turn or nudge you to buy past the hard part.

What you're actually buying

Another turn, a way past the hard bit, or a boost. The difficulty is set by the business model, not by what makes the game fun.

How it works

In the arcade, designers were commissioned to build games an average player could not survive for long. Space Invaders sped its aliens up the longer you lived, Defender's controls were brutal by design, and a credit was tuned to last a couple of minutes. Gun Fight's microprocessor let designers tune your odds of losing in software. Today the same tuning is guided by data: King found that almost all Candy Crush players who quit did so after failing level 65, and softened it. In 2024 King said level 65 was still both its best-converting level and its biggest source of quitters.

When it's fine

When the difficulty is the same whether or not you pay.

Where it came from

Gun Fight (late 1975) was the first arcade video game built around a microprocessor, letting designers tune failure in software. By 1982 arcades took about $8 billion in quarters, and Space Invaders and Defender were tuned for turnover. King's data team found that almost all Candy Crush players who quit did so after failing level 65 (reported in 2014). Patents have since been filed for matchmaking that nudges players to buy; a patent shows intent, not that the system is in use.

Historical prices and revenues are in US dollars at the time unless marked A$.

By the numbers

Space Invaders was the first fixed shooter with endless, escalating difficulty.
Golden Age Arcade Historian / mint production records
Midway's Gun Fight (late 1975) was the first arcade video game built around a microprocessor.
Wikipedia / arcade-history.com
King's data team found that almost all Candy Crush Saga players who quit did so after failing level 65, and the designers tweaked the level.
TechTarget SearchBusinessAnalytics (2014)

Games that use it

No games in the database use this yet. Well-known examples: Space Invaders, Defender, Gun Fight, Candy Crush Saga.

Find games without difficulty tuned to make you pay

Related badges

Covered in Video Games & Money: Ep 2 · Coin op, Ep 4 · Arcade golden, Ep 8 · Arcade versus, Ep 36 · The game is a sensor.