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Banana: the dark side of modern “games”

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Banana: the dark side of modern “games”

Nowadays, the internet is awash with all sorts of articles on gaming. Negative things, bankrupt studios, bad practices by developers, gambling and addictive mechanics. And, a seemingly utter lack of regulation on things like server shutdowns. But then again, how can you regulate such a thing? Game studios are free to make, and control the products they wish to release. Enter another controversy – Banana (game).

How do you play Banana (game)

This is a game where you just click a Banana. For as long as you can, and then some more. Confused? – me too. And, for all those of us who don’t understand this so-called game (myself included), here is how one disgruntled player describe it – This is a “game” where you click a banana endlessly. Unlocking some skins along the way (after clicking for hours). And those skins can later be sold on a marketplace. That it… you’ve now got yourself a game.

Others said, “[You click a banana] all in the hope of obtaining rare skins to resell on the Steam market. However, in 99.999% of cases (according to the gamer), players only get skins worth 0.03 euros. Subsequently, players sell those skins… and this is where the developer’s method kicks in! Of the 0.03 euros earned: 0.01 euro goes to the player, 0.01 euro goes to Steam, and 0.01 euro goes to the developer! Consequently, in the end, the player earns basically nothing, while the developer earns 0.01 euros FOR EVERY TRANSACTION MADE!

Should Banana be considered a real game

Calling this piece of software a “game” is still debatable. Usually when you call something a game, or video game, it needs to have certain things/mechanics within it. And, Banana (game) has the very bare minimum. Lacking some of the main nuts and bolts, which qualify something to be called a game. For instance, this “game” has – player engagement. Which simply means those who play it attain some degree of (1) challenge, (2) motivation, (3) reward, and a sense of (4) achievement (some more than most).

Many few motivated to click, and click, and click, and click away. With the hopes of attaining a highly valuable banana skin. some consider this clicking (thousands of times) a challenge. And, for most, the 20 cents they get after all that is reward enough. So, technically Banana (game) ticks some of the boxes needed in order to call something a “game” – motivation, challenge, and reward. But it seems to have a degree of gambling and addiction mechanics built into it. Which is NOT cool, in any game. In a perfect world, game developers have a responsibility to avoid harmful or addictive mechanics which can cause financial ruin.

To punctuate all this: One player cynically commented, saying – The absolutely euphoric state I reached upon discovering this game has trumped my son’s birth. My wedding day, and the time I was banned from my local GameStop. I love you Banana.

Conclusions on what makes a video-game a game

I personally think that Banana lacks too many of the elements which makes something a “game.” An actual game! I’m talking about key things like: (though not found in all genres) – story telling, player choices and consequences, rules and structure. Banana just barely (very barely) qualifies to be labeled as a “game.” Which is a dangerous thing, given how addictive this “game” is turning out to be, for some. with over 400,000 concurrent players, should something be done? Or are those players all just bots, and not real human being. Maybe, maybe not.

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Are you also struggling to find good, enjoyable, high quality video games? Me too, along with good-chunk of modern gamers. And, because of that: I started a blog that showcases the problems we have (as gamers). Alongside the solutions we need, stuff like; reviving neglected genres, embracing offline gaming, and the power of having AI players (bots). Well-made offline bots, with adjustable difficulty levels.

Tafadzwa Tarumbwa (Botmaster)

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