It's the difference between building a game to sell an "experience" to a customer, and building a game to maximize the amount of revenue generated from each player.
Imagine if film makers stopped trying to make good movies and instead focused on making movies where you had to pay more money to see the ending of a movie, or perhaps to pay to see a different ending to a movie. You'd sit down in a theater and then right at the climax of the movie you would have to pay more to continue watching.
Then making movies would be less about making a "good" movie and more about creating the best hook to get people to pony up more cash.
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For a non-gamer, can you explain the difference?
It's the difference between building a game to sell an "experience" to a customer, and building a game to maximize the amount of revenue generated from each player.
Imagine if film makers stopped trying to make good movies and instead focused on making movies where you had to pay more money to see the ending of a movie, or perhaps to pay to see a different ending to a movie. You'd sit down in a theater and then right at the climax of the movie you would have to pay more to continue watching.
Then making movies would be less about making a "good" movie and more about creating the best hook to get people to pony up more cash.