In-App Purchases become intrinsic mechanical elements of a player's experience of the game. This results in the design skewing towards encouraging "positive" events, namely making purchases.
At this point, the mechanical goals of the game become abstracted, or even split - your game isn't about the mechanics of the puzzle anymore, it's about producing those positive events.
In-App Purchases become intrinsic mechanical elements of a player's experience of the game. This results in the design skewing towards encouraging "positive" events, namely making purchases. At this point, the mechanical goals of the game become abstracted, or even split - your game isn't about the mechanics of the puzzle anymore, it's about producing those positive events.