With most media, there comes a time when people kind of stop dead, refusing to consider anything past a certain point ‘proper’. This is particularly common in music, where every generation loves the music it grows up with and then, once adult, considers contemporary music inane, tuneless drivel.

Videogaming’s much younger than music, but similar issues are becoming commonplace. I once thought I’d already hit one such bump, with the move to seemingly enforced 3D during the era of the PSX, although I’d argue that wasn’t just my then-nostalgic inclinations, but also the argument by game developers that everything had to be in 3D—an idea handhelds like the GBA, DS and iOS devices have since consigned to oblivion. However, I’ve now definitely hit one ‘I don’t get it’ bump, and I’m not alone.

Citing a Flurry report that claims a stunning 68 per cent of iOS game revenue is now from ‘consumable’ rather than ‘durable’ purchases, Ben Brooks says:

This is astonishing to me and being that I am not in the group that plays these types of games, I just can’t see the motivation to buy in-app currency to use — especially knowing that I will have to buy it again at some point.

Again, no judgment — I just don’t “get” it.

Same here. I get sequels and unlockable content. I get ‘demo’ freemium games where you play a few levels and then pay for the rest. But I don’t get the appeal of grind-oriented games were you pay for currency to spend on things, run out of virtual cash, and then pay for more currency to spend on things. It’s not about challenge or skill—it’s about how deep your pockets are. It’s the videogaming equivalent of bling, and I don’t understand the appeal at all.