Topic: Thoughts on Micro-transactions

Posted under Off Topic

NO this has nothing to do with e621 like the last topic I made...

Straight forward topic; just post what you're thoughts are about micro-transactions. And if you want, you can add in what you think a micro-transaction system should be like to be fair.

What I Think

In general, it's kind of like favoritism. I've played enough free-to-play games to think that a lot of players (maybe the majority) buy stuff in free-to-play games are too lazy to get stuff they want, also being unfair to players that can't buy stuff...seems kind of noobish if you ask me. I think that's a way for a game to die out in a short time, because there might be a point where the population of the game is nothing but players that buy away.

I'm not sure if there's a game that does something similar to what I'm about to say feel free to let me know if so, but here's 2 kinds of what I'd like to see as a fair micro-transaction system:

1. A system that only sells limited amount of items for you to buy that are optional, and are only for customization, appearance, anything that doesn't affect game play.

2. A spending track record for each player. If one player buys a certain amount that goes over the recommended amount to buy per month, the game can prohibit you from doing PVP acts with other players that don't spend as much or don't/can't buy micro-transactions.
I think this idea can be similar to what Blitz1941 an MMO PC game with tanks is like. Basically in the game, you can only play maps to battle other players that are within your level range (map A=lvl 1-3, map B=lvl 4-6, etc.) And what happens is when you reach a level that's beyong the level range of the map, the game starts a timer to kick you out, so you can play other maps that are fit for your level. That's the one thing I find unique about the game.

Updated

I'm not a big fan of micro-transactions. Even cosmetic ones, honestly, though those are less of an issue. I'd generally rather pay outright for a game (or even for expansion for a game I already have, though that has it's own issues), or a subscription to a game, than have it be of the micro-transaction model.

That said, it also depends on the game. For instance, I've played Maplestory before, and for some reason I don't mind their model too much (for a variety of reasons... among which are, there is essentially no PvP, they are trying to lessen the effect of micro-transactions on the game because it got out of hand, it's a large game that has had a lot of effort put into it, and I never really considered the game to have "integrity" to begin with). However, I also played Runescape at one point (yeah, not doing myself any favors right now), and I quit when they started pushing the micro-transactions.

Updated by anonymous

I've used them mostly as a way to donate to the developers/company making the game, and usually shortly before I stop playing.

That is unless it is to get additional content (not like an item, but think something like more levels), but that's kind of rare to see nowadays.

Updated by anonymous

Clawdragons said:
I'm not a big fan of micro-transactions. Even cosmetic ones, honestly, though those are less of an issue. I'd generally rather pay outright for a game (or even for expansion for a game I already have, though that has it's own issues), or a subscription to a game, than have it be of the micro-transaction model.

I mostly share this opinion, but...I actually think that cosmetic microtransactions can be a great thing. I'd rather pay outright for a game than deal with functional microtransactions, but I think that the DOTA 2 model (free access to all of the gameplay, microtransactions exclusively for cosmetics) is best of all. The ability to play the entire game for free is amazing, and then if I like it, once I have some free money I can throw it at the developers for cosmetics.

Updated by anonymous

As long those paid options are not game changing, or if there's an alternative way to get this item, I don't have any problem with those. That's for games you already paid for.

For free games, I don't know. Mostly depends on the pricing. Like for that 3DS Badge Arcade thing. I can't stand it. 1$ for basically 5 stamps for your home menu (If you do get them) is very disgusting. I heard about a free play per day, but as far as I know, it is for "dummy" stamps that you can exchange for a coin, and I'm ready to bet you need lots of them for one. Glad there are homebrews so I can actually use a custom theme instead

Updated by anonymous

I like them as long as they are 100% optional and not actually needed to get the most out of your game. For Example, Arkham City had multiple dlc characters but none were needed to fully enjoy the game. Even buying Catwoman was more of an added tidbit and you honestly could live without her scenes in the story. Things I don't like are when they actually cause your gameplay to change drastically to the point of having a competitive edge.

One Example is a game called Elsword where they are greedy beyond all reason. Not only is the paid content stat boosting, it's actually considered NEEDED. Whether it's giving your character better stats, more inventory, or just more abilities instantly at your disposal. I hate this with a passion.

On the other hand games like League of Legends and Warframe require you to pay nothing albeit you will have to spend more time to get what you want, but none of the paid content gives you an actual edge in game and it never shoves pressure to buy anything down your throat beyond an advertisement for new content which is by all means reasonable.

Updated by anonymous

Snowy said:
I mostly share this opinion, but...I actually think that cosmetic microtransactions can be a great thing. I'd rather pay outright for a game than deal with functional microtransactions, but I think that the DOTA 2 model (free access to all of the gameplay, microtransactions exclusively for cosmetics) is best of all. The ability to play the entire game for free is amazing, and then if I like it, once I have some free money I can throw it at the developers for cosmetics.

I actually like Dota's system, but for different reasons: I like how you can technically get the cosmetic items just by playing the game, though they are rare. It gives the feeling of "It doesn't matter if you have this, and you aren't barred from it, it'll just be slow going". Which I sort of like that feel, and if anything, it makes me more willing to support the game with micro-transactions, knowing I don't need to.

Oh! There is one game I can think of that I feel hugely positive about as far as this sort of thing goes. Kingdom of Loathing. Even though they release items that benefit gameplay, I nonetheless absolutely approve of the way they go about it. Because the content you get for the transactions is actually interesting.

Updated by anonymous

Personally, I prefer to purchase the game all at once, and purchase them physically for the most part. I don't really have much experience with micro-transactions because I play my games on Nintendo Systems, and hardly ever bother with PC or Mobile games.

Updated by anonymous

I dislike microtransactions, especially for non-F2P games. Why buy a game if it only means more money is going to be needed to play it?
Triple A titles do not need microtransactions because they already have made so much money and I find it extremely distasteful for big companies to add such a feature in after charging $50 for it.

Updated by anonymous

evil -_-

in MMOs: pretty much every game i ever come across that has micro-transactions aside from the few rare games such as PoE where the existence of micro-transactions don't destroy any and all sense of balance the game has.

generally, any game with micro-transactions is considered pay-to-win and/or outright bad from the start. if it has a cash shop then at least a couple assumptions can typically be made safely:

1. the game is completely unbalanced due to the existence of said cash shop.

2. the game is broken and full of bugs and glitches. with the devs of such games sometimes caring so little that such problems may never get fixed no matter how much cash people foolishly throw at the devs.

in the case of tech support, i REALLY hope this doesn't start a trend but i know at least kixeye now requires you to have spent at least a certain amount of $ across a certain amount of months (i forgot the details, sorry). otherwise,if you fail to meet they're requirement you can say goodbye to they're premium tech support. so yeah, buying tech support in a browser based mmo is now a thing.

then theres that whale hunting thing. on kongregate i once saw a forum post where someone who had spent kreds equal to $100 on a mmo that had micro-transactions then complaining about the problems the game had. all i could do was laugh and shake my head in shame at the thought of anyone doing something so foolish. the devs of that game clearly had no intention of fixing the problems and the game pretty much existed just to lure in whales like that so they'd throw money at said devs.

overall, the question i wish would get raised more often is this: how have micro-transactions NOT been bad for games since they're original introduction into video games? the answer is likely, almost never. probably the only people who really like that business model are devs using it to squeeze cash out of they're complaining player base.

sadly, even console games are no longer safe from this bs. as seen in mortal kombat and several others. if it's a single player game then the addition of micro-transactions is inexcusable BS.

to finish, ihave a question of my own: how many games do you guys know of that have micro-transactions that aren't devoid of gameplay balance, aren't broken and unlikely to ever be fixed, or aren't considered pay-to-win?

always remember, if it has micro-transactions it's not free-to-play, it's free-to-pay.

Updated by anonymous

treos said:
to finish, ihave a question of my own: how many games do you guys know of that have micro-transactions that aren't devoid of gameplay balance, aren't broken and unlikely to ever be fixed, or aren't considered pay-to-win?

always remember, if it has micro-transactions it's not free-to-play, it's free-to-pay.

Roughly every MOBA. Sure, in most of them you need to buy characters, but there's always a free rotation (if applicable) and the developers really do try to keep the characters balanced. And you can buy the characters just by playing the game. It'll take a while, but what you're buying is flexibility, not power.

Updated by anonymous

Absolutley every micro-transaction (apart from cosmetic ones and micro-transactions in f2p games) are to be despised, becouse even if they are "optional", which dev. wouldn't want people spending more money on their game. They may even unintentionally do it, but you will get a better experience. Not cool if you already payed for the game.

Updated by anonymous

Imma just put my opinion on how micros should be short and simple
TF2: Yes
Metal Slug Defence: Yes
Payday 2: No, shame on you if you thought otherwise
Nexon in general: No

Updated by anonymous

Neitsuke said:
As long those paid options are not game changing, or if there's an alternative way to get this item, I don't have any problem with those. That's for games you already paid for.

For free games, I don't know. Mostly depends on the pricing. Like for that 3DS Badge Arcade thing. I can't stand it. 1$ for basically 5 stamps for your home menu (If you do get them) is very disgusting. I heard about a free play per day, but as far as I know, it is for "dummy" stamps that you can exchange for a coin, and I'm ready to bet you need lots of them for one. Glad there are homebrews so I can actually use a custom theme instead

Gonna edit this into one comment later (my previous one and this one, typing on my phone is hell), but the kind of thinking that is "ah, you can do that without money, it is just harder" is bad, look at for example, Clash of Clans. Now, while I do not play it, I do know you can pay to speed up. If that kind of shit happens in title which you pay for, it deserves a score that goes into the negative.

Updated by anonymous

GenerallyBi said:
"ah, you can do that without money, it is just harder"

every. single. mmo strategy game. EVER. that entire mmo genre is built around a combination of this and F2P (free-to-pay is more appropriate than free-to-play).

well...those and the never ending stream of korean cookie cutter mmo's. those have they're moments but they still generally suck for other reasons.

why can't people be less driven by greed and make more games that are actually fun? less greed, more fun.

edit: ah, hese what i was looking for. kongregate: Don't Call Them Whales: F2P Spenders and Virtual Value

alt title: don't call them what they are.

and another one Idle Games: Mechanics and Monetization of Self-Playing Games

Updated by anonymous

"Free to play" games are horrible, the addiction can be bad too...paying to win, completing a story, or to be the best are the worst kind of games you'd come across. They're quick cash grab and there's no fun in it. I'd say more...but I'm tired and should sleep.

TheHuskyK9 said:
Heh e621 DLC

Does it come with FF7 Cloud?

Updated by anonymous

If the prevalence of the microtransaction business model didn't divert potential developer forces away from games following other models, then I wouldn't mind their existence. More people making more games for uncaptured market segments is a good thing. Everybody wins. However, that naivety is fallacious.

Based on my experiences, I do not like the decision forced upon players by F2P games, and I don't want that decision worming its way into future, present, or past games if it means fewer traditional games will exist than could exist. With an F2P game, a player must decide between spending money to enhance their experience or saving money at the cost of time, performance, and/or a limited experience. That decision is not fun to make, and it breaks immersion. I try to spend as little money as possible, as do most people, so I won't want to pay anything when dealing with a free game, meaning I'm confronted with that decision and its consequences regularly, a reminder that I loathe. I hate being reminded that my obstinance limits my experience. It's some kind of suffering.

treos et al. said:
overall, the question i wish would get raised more often is this: how have micro-transactions NOT been bad for games since they're original introduction into video games? the answer is likely, almost never. probably the only people who really like that business model are devs using it to squeeze cash out of they're complaining player base.

to finish, ihave a question of my own: how many games do you guys know of that have micro-transactions that aren't devoid of gameplay balance, aren't broken and unlikely to ever be fixed, or aren't considered pay-to-win?

I guess people aren't really thinking about microtransactions outside F2P game funding models. Also, single-player experiences can support microtransactions where there is no online player community to unbalance or otherwise enrage, of course presuming the single-player experience isn't unfair or gimped.

The strong consensus in the relevant forums was that microtransactions for Mass Effect 3's multiplayer largely paid for Bioware's continued support of multiplayer, in the form of bug patches, weekly balance updates, free content DLCs (maps, weapons, classes; significant post-release content), and mass bannings of reported cheaters, for one year. The entire symbiosis was arguably above board.

Detailed Explanation

Even though not all of Bioware's (balance) decisions were ideal, the final product that we were left with is a tremendous improvement over multiplayer upon release. However, it would be insincere to omit Bioware's putting up with the community's rampant toxicity and cynicism in the official forums and toward the developers (perhaps comparable to LoL). Likewise, multiplayer would be a sad, pale shadow of its current self without the cumulative contributions of many, many players (massive resource database) and the veterans who continue to provide a solid foundation for new players to learn from.

Ironically, the microtransactions really don't give an edge, just some marginal time savings such that buyers would be justified in feeling gypped and indignant, exactly the same as non-paying players. TLDR of the following is RNG.

Basically, a player would pay $5, $10, $20, or however much in return for Bioware Points, which could then be redeemed for packs. The packs contain one-time-use equipment and, potentially, unlocks or upgrades to unlocks. However, these same packs are available to players for normally playing the game, except they are purchased with "credits". To establish value, the credits earned for winning a match on gold difficulty covers around 80% of the best packs. And for reference, winning on gold is very hard or impossible for inexperienced players lacking useful unlocks without being carried or a minor challenge for skilled veterans with most unlocks, such as myself.

But what if, due to ultra rare drop rates, a player needed to open more than 700 packs to unlock everything? That would cost over 2000 USD in microtransactions because Bioware Points don't produce better drop rates (source, better math. Yet many players are ultimately undeterred because the gameplay is fun and stimulating with enough variety.

One other example comes from BF3. In short, pay $40 extra to unlock all the weapons, cutting out what would most likely be over 100 hours of grinding, which didn't seem too daunting on its own when I played. I don't really know the intimate details of this because I believe I stopped playing by the time this "micro"transaction came out and I never did care much for BF3, so here's a blog post for context. As long as the grind is fair and this kind of microtransaction doesn't upset the apple cart, I don't see this as being a bad thing.

Regardless, I'm completely sympathetic to the type of person whom this benefits most: the person who works regular or longer hours and may have a family with little time for their own entertainment. Suppose this type of person can only fit a few hours of video games into their weekly schedule. Should they be expected to follow the same grind as everyone else just to unlock everything, knowing that could take a year? I think that's unreasonable.

Stopping myself there. also loltextlimit

Updated by anonymous

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