The better it feels, the harder it sells
Uninterrupted fun is a silent killer of spend — but interrupt it and they leave.
A game that’s pure, uninterrupted fun is a quiet killer of revenue — the player never stops long enough to buy anything. So you interrupt: a wait, a wall, a prompt. But interrupt someone who’s enjoying themselves and the irritation usually sends them out of the game, not into the shop. And on the rare occasion they do pay to skip the wait, you’ve just spent the very time you had left to sell to them again. Fun and monetization are pulling on the same minutes. I learned it most sharply in real-time PvP, where the core loop is the most fun and the least interruptible — but it holds for almost any game. The whole craft lives in the seam between too little friction and too much.
Fun and monetization pull on the same minutes. Too little friction and nobody buys; too much and they churn. The craft is the seam between.