GRIFT

Games Rating Index for Fair Transactions

Ratings

Gem

  • It is abundantly clear that user experience is the primary focus
  • One-time purchase games have zero after purchase monetization
  • DLCs are clearly based around providing additional game content - DLC may include cut content, but the content must have been cut for time, gameplay, story or cohesion reasons, not removed with the active intent of later monetization
  • Live-service games have a reasonable subscription cost and do not excessively time gate or pad content in order to maximize player retention - While these mechanics must exist in games, they should be optimized around improving player/community experience rather than forcing players to keep paying the subscription
  • need something addressing battle passes
  • need something addressing unnecessarily addictive mechanics (CoD aim-assist tuning) that indirectly increase monetization
  • do we care about DRM, invasive anti-cheat, data collection, or anti-competitive behavior outside of a game? (Nintendo lawsuits etc)

Good

  • It is clear that user experience is the primary focus, but some liberties have been taken for monetization purposes
  • One-time purchase games may have some monetization, but the game is not optimized around purchase of them, and they are not implemented in a way that detracts from gameplay or are completely cosmetic/optional during gameplay
  • DLCs include content that could possibly be considered cut from the base game for the purpose of monetization, or could possibly be considered a bit of a cash grab, but they are still primarily focused on quality gameplay experiences or features that improve user experience
  • Live-service games have a subscription cost that may be considered high and may time gate or pad content for retention purposes - but they still seem to be prioritizing player/community experience over maximizing profits
  • need something addressing battle passes
  • need something addressing unnecessarily addictive mechanics (CoD aim-assist tuning) that indirectly increase monetization
  • do we care about DRM, invasive anti-cheat, data collection, or anti-competitive behavior outside of a game? (Nintendo lawsuits etc)

Greed

  • It is clear that monetization is a high priority and comes at the cost of user experience, but it is not completely egregious
  • One-time purchase games have an excessive purchase price or have a clear focus on monetization which detracts from gameplay experience
  • DLCs are clearly cut content or withheld features from the base game for the purpose of monetization, or can easily be considered a cash grab
  • Live-service games have a subscription cost that is clearly high and obviously time gate or pad content for retention purposes
  • need something addressing battle passes
  • need something addressing unnecessarily addictive mechanics (CoD aim-assist tuning) that indirectly increase monetization
  • do we care about DRM, invasive anti-cheat, data collection, or anti-competitive behavior outside of a game? (Nintendo lawsuits etc)

Grift

  • It is clear that monetization is the primary focus to an egregious level
  • One-time purchase games have an absurd purchase price or maximize monetization at any cost to user experience
  • DLCs are specifically designed to be cut content or contain purposefully withheld features from the base game for the purpose of maximizing monetization, or are blatantly optimized cash grabs
  • Live-service games have an absurd subscription cost or blatantly time gate or pad content in order to optimize revenue generation at all costs
  • need something addressing battle passes
  • need something addressing unnecessarily addictive mechanics (CoD aim-assist tuning) that indirectly increase monetization
  • do we care about DRM, invasive anti-cheat, data collection, or anti-competitive behavior outside of a game? (Nintendo lawsuits etc)

Unrated

none