Micro-Transactions Coming To Team Fortress 2 Via Steam Wallet
whoop writes "Valve has announced that Team Fortress 2 will be getting a new Mann Co. Store to buy trinkets with real money through a service called Steam Wallet. TF2 is the first game to use this new Steam Wallet, but the money can be spent on anything in Steam, including full games. This would open them up to featuring gift cards, micro-transaction games, and more."
PC Gamer has an interview with Valve's Robin Walker about why they're doing this. Walker says everything they're selling will still be obtainable by playing the game, other than a few cosmetic items.
And its some 50€ for the full package of new items. I know what I'm -not- buying.
Well I guess I will not be playing TF2 again. Despite the 'it's optional defence' some of the items will give advantages. You can still get them all randomly, so it's a choice of grind or pay up. I think I'll do neither.
I'm going to jump in early on this one. If you actually read the fucking article, nothing being put up for sale is only available through sale. Everything can still be found and crafted the old-fashioned way, with the same drop rates and the same recepies. This merely gives people who don't like grind a means to skip over it. Furthermore, they've ousted my most hated aspect of microtransactions, Game Co. Funny Money, allowing you to put money in as money, not as points, which you can then use on anything on Steam.
This is the best way to build a microtransaction system. Once again, Valve legitimizes a system loathed and reviled rabidly by slashdot posters and the OSS community at large. Bravo, Mr. Newell.
If you aren't angry, you aren't paying attention.
Steam is proud to announce a patch for GNU and Microsoft Visual Studio compiler sets, which enables the new 'ifmo' command in most programming environments.
The 'ifmo' statement is a traditional if statement, with one extra parameter, for the amount of money you want to be paid to make a given state true.
The 'ifmo' statement coordinates with the Steam framework in most OS environments to manage a list of opportunities the user has to pay for events to happen.
'ifmo' should be compatible with most common languages, from FORTRAN, to Visual Basic, to C/C++, to common scripting languages like Python.
'you get mo with ifmo!'
Ryan Fenton
I like the Steam wallet idea as a general principle, provided they develop it properly; gift-cards, in particular, have been a glaring omission from Steam for quite some time and I'd love to see them introduced. Yes, you can buy games as gifts for other steam users, but there's a relatively high barrier to doing so - you need to make an account, set up your payment details in it, mess around with the friends list etc. This means that unlike, say, Xbox Live, where you can just walk into a shop to buy a gift-card, there's no realistic way for non-gamers to give gift-cards to Steam-users. To be honest, given the number of gift cards that circulate every Christmas (not to mention birthdays throughout the year), I'm surprised they've missed out on this particular revenue stream for so long.
But I'm much less sold on the whole micro-payments for in-game content thing. I don't mind DLC as a concept; I've bought a good few pieces for games I'm particularly fond of; the Mass Effect games, Dragon Age, Forza 3 and Lost Odyssey spring to mind. However, these have all tended to be fairly substantial chunks of content that significantly extend the single-player experience. I tend to see these as small expansion packs, and provided they're priced appropriately, I'm happy to buy. The idea of buying plug-in content for a competitive multiplayer game, however, just feels like a bridge too far...
None of the DLC on offer here really seems to add anything new to the game. As they say, it's only really cosmetic stuff that can't be obtained via entirely in-game methods. And I'm sorry, but while cosmetic stuff as DLC has been there from the infancy of the concept (yay horse armour), I'm still not going to part money for that. So what you're really buying is a shortcut. They're mixing the in-game and real-world economies and allowing people willing to spend real money to speed up their progress in the game.
It's very close to the most hilariously awful form of DLC around. You might not have come across this yet, as to date it's been limited to a relatively small number of (mostly Japanese) not very good games. You'll find it in the likes of Cross Edge and Argarest Wars, but also in the odd Western title like Dante's Inferno. I'm talking about the ability to buy, using real money, in-game cash, items and experience points for your single-player game. As in, this is all stuff that's present in the base game, on the disk that you have paid money for, and isn't (generally) even locked away. But if you want to get it without hours of grinding, you've got to pay money. What they're basically saying (and the design of many of the games affected is clearly supposed to support this) is: "We've given you a game here, but if you actually want to enjoy it properly, you've got to give us some more money now. Because if you don't... well... I hope you like running in circles killing rats. Because that's where the next 20 hours of your life will be going".
... if you want a hat *now*, go and buy a damn hat. If you're not prepared to buy it, do without.
When I logged into TF2 today it tried to sell me a hat for $4.95, the full game is selling for $10 right now. Though even if the game was $60 I can't justify $5 for an in-game hat that gives some minor advantage. I wonder how much it costs to buy everything?
Deltron 3030 - Virus (music video)
Are these items merely cosmetic (a la some blizzard promos) or do they actually confer advantage? If the latter, I could see this going in the direction of games like Magic the Gathering, where having more money IRL means you have a better chance of buying better cards and therefore winning. I'd hate to see an FPS video game go in that direction, since it's a very different genre than a collector's trading card game..
I wasn't sure what to expect when I saw the post this morning, I'm not a fan of microtransactions in games, as I've never seen it executed in a way that didn't punish players into using it.
But I read all about it, and then checked it out for myself. It actually seems like this system was built with a fair dose of common sense, something I've come to expect from Valve.
First and foremost is the fact that all the items are still attainable in game. But wait, did they make them really rare drops or difficult to craft in order to push people toward purchasing? Nope, they're still the same as they've always been. Easily crafted by anyone who plays much at all.
But hold on, these systems always have stupid virtual currency that you can only buy in chunks that don't match the item costs. You want an item that costs 3500 neato-points but you can only buy points in chunks of 2000! Oh, Valve's system uses real currency tied to your steam account, that you can use anywhere on steam. That actually makes sense.
Surely there is a catch though. These new items must be overpowered and imbalanced to make them worth buying, right? That's what most games do (cough BF Heroes cough) but it doesn't really work when people can still get the items without buying them. And it turns out the stats are all in line with the way Valve has always added new items to TF2. They all have their ups and downs and are more a matter of playstyle and taste than outright better/worse. There are still plenty of people who used the old original items simply because that's what they're best with.
BUT HOLD ON, WE'VE FOUND THE EVIL PLOT! Most item's are community made, Valve is profiting off content they don't even have to make themselves!! Oh nevermind, community designers are given a cut of any sales their item makes, which is probably the coolest thing about the whole system. As someone who's mapped and modded Source as a hobby over the years, and having friends who actually made items in this very update, I think it is absolutely awesome that they're getting money out of something they'd normally love to do just for fun.
This is is precisely the microtransaction system I would expect from Valve. I have no problems with it and I have yet to read any legitimate arguments against it.
You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
I'm not at all opposed to the idea of micro transactions. On the contrary, I like the idea when done right. Mass Effect 2 does a great job. They released a good game, well worth the money. However they've continued to develop for it and you can get new content. They just released an addon for $10. It adds a good bit of new, unique, gameplay. They spent a good deal of work developing it, new visuals, new voice tracks, etc. It is a worthwhile upgrade for the money, if you enjoy the game.
Well the TF2 stuff has two big problems:
1) The TF2 engine is a POS. Seriously, that game has all kinds of problems, owing to the age of its engine. If I am going to spend money for DLC, it'll be on a newer game that runs well on my system. I'm not saying it doesn't render frame fast, its older graphics insure that happens. However it stutters often because it doesn't handle streaming well, it takes forever to load content, its interface has a number of problems, etc. Sorry, but compare that to say Bad Company 2 and there is no comparison. I'm just not really interested in putting money in to a game that isn't well updated for my system.
2) More importantly, they have to get the fuck out of here with those prices. $5 for a gun? $18 for a hat? What the fuck is that shit? For the price of one hat I could get the new ME2 DLC and still have enough left over for one of their older DLCs ($7 each) or a few weapons packs if I really wanted (which are $2 for a pack with multiple items). They are completely off their rocker if they think it is worth that kind of money.
Really, if they need cash, I'd rather they just produce Team Fortress 3. TF2 is showing its age (though it still ought to behave better, I think Source is also showing its age in general) and maybe it isn't feasible to completely rework the engine. That's fine, do a new TF game with new engine, graphics, maps, etc, and sell it at a new game price. I've no problem with that, it is about 3 years old and I'm ok with the idea that for non-subscription games you have to periodically pay for an update. I also know it is easier to rework things in a new game than to continually modify an existing one.
However I'm not giving them nearly $20 to have a hat. Sorry.
I wonder how long until I have to pay real $800 for my kevlar in CS:S....
I guess even at 1/1000th of the price this could get interesting as in the long run if you're decent you get more money then you spend in CS:S...
Perhaps they could balance it out a little and allow people to play with real money?
The items aren't obtainable through skill, just through sitting there. Most games that offer things either in game or via a store, you have to work to get the in game version. Like say in DDO you want an item to respecialize your character. You can purchase it in their store or get it in game. To get it in game you have to run various quests, which get you items that you combine to what you need. So you don't just sit logged in hoping for the things you need to show up. If you are skilled, you can get it faster since you can do the quests faster.
With TF2 you just have to be on a server and hope that you randomly get what you want, no skill involved. This also means there will likely be an increase of people who just want to sit on servers and not do anything while they wait for their items, to the detriment of actual players.
Personally I like the Blizzard system, or the system Sony used before EQ2 went free (haven't seen what they do now). The microtransactions/store stuff is only for meta game and cosmetic kinds of things. So in WoW any item that does something, you have to get in game. However you can buy meta game stuff like server transfers, name changes and so on. You can also buy purely cosmetic things like a new mount. Same deal (formerly) with EQ2, you could buy "appearance only" armour that changed how you looked and so on, but you couldn't buy actual powerful items.
I'm ok with that. However I don't like the idea of "You pay to get good stuff in the game." This sucks not only because you have to cope with people trying to make up for lack of skill with money, but also because it is a slippery slope. Way too easy for the developer to start to decide all the best stuff should be for pay only.
Then, as you said, the price is monkey-fuck retarded. $20 for an item set? Hell no. For just under $30 Amazon.com will sell you Bad Company 2, which is a completely new FPS game. No way I'd spend $20 for some items rather than $30 for new items, characters, levels, game design, graphics and so on.
$20 is not "microtransaction" price. That is expansion pack price.
I like how every positive reply has gotten modded troll.
Meanwhile I still haven't read a single valid point by any of the naysayers, here or elsewhere. Most of the time it doesn't even sound like they even -play- TF2.
The only valid points people have brought up are the ones who liked vanilla TF2 better before it had any new content added and wish they could play that old version. That's fair, but completely unrelated to this whole microtransaction deal.
So what are those 7 refined metals that i've got worth (never felt like making a hat)? What will the backpack full of vintage items be worth?
I love that this got modded troll. Fucking retards....
Microtrans are destroying the gaming industry. People don't want to be nickle and dimed to death... and they also don't want to play against other players that paid $20 to get items that are going to make harder to kill. Why can't companies just sell me the god damned game and leave me alone anymore?
So far, Valve has been pretty careful to not make a weapon strictly better than anything else available in its loadout slot (the bonesaw/ubersaw being the exception). They always put in some drawback to a weapon that has new abilities. As a result, the proliferation of weaponry has tended to change emphasis on different styles of play vs. making the holder of a particular weapon mightier than anyone without it. There are usually kinks when a weapon gets first released, but once a strict advantage becomes clear, weapon stats usually get changed to alter it.
It's interesting to see the ebb and flow... suddenly you learned everyone in the server who plays soldier is highly accurate (or not) when the Direct Hit came out. You learned who's an ambush scout when the F.A.N. came out. The cruise-control pyros got their own weapon. Scouts got a way to be useful against a sentry nest, but lost their medium range weapon for it. The list goes on and on.
Except for that damn fish. I haven't seen yet, but if the taunt for that isn't Monty Python's "Fish Slapping Dance," I'll be a little disappointed.
"...And who wants to make buttprints in the sands of time?" ~Bob Moawad
The items for sale through the store can still be crafted from other items. For instance, you can get the Degreaser by combining a Backburner and Reclaimed metal. When the store says "non-craftable", what they mean by that is that you cannot use a purchased item in crafting, not that the item cannot be crafted. A lot of people are going to get pissed off about their use of the term "non-craftable", but really I think it's to protect people from wasting their money.
So not only do you not have to sit around waiting for items (or "grinding" for them), you also don't have to buy them. You can craft them if you've got the right parts.
... that in TF2, setting fire to the rich obnoxious bastard and tea bagging his smoldering corpse won't earn you 3rd degree burns to your testicles and a life time in jail.
while the items are still available through normal means in the game. 'we' as a company have decided to make the process hard enough that most of you will give up in frustration and pay the small amount to get the items. we have realized the american public's lack of basic math skill's, simply addition, and figure we will earn more money this way as the public spends more on the game then if they bought it outright using the old transaction model.
there's been a lot of us asking for steam cards for a long time, this is good progress imho.
Granted, I stopped playing tf2 like a year ago. I can see community mods being offered for micro-transactions.
Unfortunately this is the end of free community modding. But it's a step forward for PC gaming. It's an evolution. It will bring more talent and games back to PC gaming.
They're using their grammar skills there.
I don't believe how much people are freaking out over this, you can get the items by crafting the simplest things (I already have lots the new items will spare stuff I had in my backpack). You also grossly overestimate how hard it is to get new items, I'm in my third year of university and I manage to find loads of items. Any item with really game-changing qualities will be, as always, easy to get. Not to mention that you can trade for what you want, get 30 rocket launchers? Trade with your friend who has 5 bows or something.
First off I should preface this by saying that I love Valve and hate microtransactions.
That being said there are some "devil in the detail" points which leave a nastier-than-normal taste in the mouth.
For starters - the item set hats (that you need to get the set bonus) aren't craftable. They (apparently) drop but with the number of items in game currently and the already very rare percentage chance to get a hat the idea that you could complete an item set by getting the hat via an item drop is about as unrealistic a proposition as relying on winning the lottery to be your income source. In fact, the FAQ makes mention of the fact that you don't have to pay for the set-completing hats, but this is pretty disingenuous in my opinion considering the item drop probabilities involved.
Secondly - bought items are not tradeable. This means that even if someone else did buy the item and for some inexplicable reason was prepared to trade the "item set" hat away, you couldn't get it from them. Right now the only way you will get the set bonuses is by buying the set(s) yourself, with cold hard cash.
What this means in very simple terms is that set bonuses such as "+25 health for Scout", which are a significant advantage in the right hands, is something that will affect the gameplay of those that choose not (or can't afford) to participate.
Microtransactions for alternative (but not necessarily better) weaponry and cosmetic items are one thing, having no other option but to pay to get an ingame discernable advantage is something completely different and not something I ever imagined Valve stooping to.
I think this term pre-dates UT by quite some time. I used to run a QuakeWorld server back in the day and I could swear that I had the option of running a 'pure' server for that. I know I was running a Q2 server with that variable enabled.
$20 for a hat isn't micro. That's all I have to say.
"we've got trenchcoats and bad attitudes" - John Constantine, HellBlazer
This is just the old "pump quarters" deal. Arcade in your home. You sure you like it?
Observations, in rough order of significance.
1.) The default weapons are some of the most powerful, flexible weapons in the game. Rocket launcher, minigun, scattergun, butterfly knife, sticky bombs, medigun (etc.) are all core to game play, and you'll never be at an item-based disadvantage playing with a stock loadout. The new items (all the way back to the medic update), range from situational to strict downgrades. The only real mistake was version-1 backburner, when it gave 50 health, and that only lasted two months. (Melee weapons are the possible exception here--especially the ubersaw and equalizer--but it's probably okay balance-wise for the melee weapons to be above the curve.)
I played last night; some players had bought new item sets. I didn't really notice a difference. Sure, if you get hit with milk (non-milk substance!), another scout has a 1v1 advantage, but that's a corner case. The new sniper rifle is good, and makes the sniper more team-oriented, but that ignores just how absurd the default sniper rifle is. On the other hand, being killed by a fish IS mighty humiliating.
The upshot is, that you can compete on a level playing field without spending a penny at the store.
2.) The store is purely value-added. The new items are in the same mold as the community-created content added this spring. Valve could have continued to release them the same way, by adding them to the drop system. This time, though, the also provided the option (apparently a widely-requested one) to allow players to purchase the items instead of taking their chances with the drop system. The important thing, though, is that if you don't want to pay for additional content, NOTHING HAS CHANGED. From your p.o.v. the system is just like it was for every other set of new items since the sniper/spy update.
3.) The comments about "grinding" being a poor way to earn paid content pretty much entirely miss the point. Valve was wise enough to tie item drops to nothing but time played. There's no kill farming or achievement whoring required. If playing TF2 qualifies as "grinding" for you, I'd suggest that finding a game you enjoy.
4) TF2 players complain. About everything. Grenades (lack thereof), pyros, the Sandman, demomen, achievements, new weapons, hats, the drop system, idlers, should I keep going? It wouldn't surprise me if somewhere on the forum, someone is complaining that Red is OP. Lost in this is the fact that the game is incredibly fun, and has provided amazing long-term value. The game has never in it's life been 50 dollars (unless you count the Orange Box), and has never had a subscription fee. And yet Valve has quadrupled the number of available maps (not even counting the community-made ones that they incorporated and polished), tripled the number of available weapons, and added two entirely new game modes. Complaining that they began offering the option to purchase freely-available content three years into the game's lifespan is the very epitome of ingratitude.
Easily crafted by anyone who plays much at all.
They've increased the number of items it takes to do your crafting. Also, item sets require hats, which you'll be lucky to get one for every couple hundred hours of playing (so for someone who doesn't spend all day in their basement, a couple months, and good luck getting the hat you actually want). So yes, while it's theoretically possible to get all the various sets through sheer grinding, you would probably never keep up with it if they start releasing new items/sets every couple months, and to me that's a problem. You used to be able to get all the new class weapons fairly easily, since the pool of total weapons was small and you could grind achievements if the random number gods hated you. Now that there's a huge pool of weapons it's like playing roulette to get the one you actually want (oh gee, another Jarate, just what I didn't want), but it's ok because everyone is under the same system.
But now we're basically dividing the community into those willing to drop $50 to get a couple hats so that their outfit will come together (meaning that the hats provide a bonus with no ill effects), and those who don't. If we're going to do that, why not just directly sell bonuses? $5 for an extra 50 health on the heavy! $3 so your spy doesn't catch on fire anymore. $10 so your sniper automatically does head shots. And it'd be a'ok if these bonuses "randomly dropped" every couple months for a person, right?
I really like this choice for one big reason: it segments the market well. In general you have to major categories of people : people with lots of time but little extra money and people with extra money but not much extra time. This update helps to let those two groups play the game equally. I have friends who are in college and lots of free time. They have logged hundreds of hours in the game, usually at least an hour a day. They have tons of hats and all the items. I only have enough time to play a few hours a week, usually only one night for a couple of hours, but I have a good job and I have some extra cash so if there is a specific item I want I can buy it.
As long as Valve keeps with their pattern of making all the weapons have trade offs and being more about changing play style rather than flat out more powerful, then I think this system will be fantastic at keep TF2 development going. I do think the prices are currently too high, but I also think knowing Valve that they are likely to lower or have regular sales (think Steam sales).
Actually most of the community that I've met seems to view this as a way to limit price gouging in online auctions. If you can buy that rare hat that you've always wanted for $3 from the store there's no way someone is going to be able to charge more than that for an item on Ebay like you see with WoW stuff. There seems to be a lot of online moaning about this, but the reaction from 99% of people (that I've played with) in game seems positive.
A much better use for this technology would enable you to Tip the server host and the authors of any current mods running on the system. Sure, right now you can pretty much do it through paypal, but it's time consuming.
If the game gave me a way to 'tip' my current server, and that tip was appropriately split between the server host and the mods he runs based on back end points ( like shares in a film ), we'd end up with a new economic model for mod/map/hosting development.
It could reach a whole new level if you could 'tip' your medic... I suppose with the trade system you can always gift them something.
I agree with many of the other comments that the 'micro' size of these transactions are too large.
-Malakai
A Dragon Lives in my Garage
Most of the item sets' "combined bonus" also has weakness. Pyros can move 10% faster and take 10% higher DMG. That seems like a reasonable tradeoff to me. The soldier one doesn't have a tradeoff, but its basically a tactical turret killer to begin with and not suited for all purposes use.
Bye!
Online gaming is moving to a bribery-based model. Call this by its right name. Players have to bribe the game management to get an edge.
I have over 100 hours into TF2 at this point and I'm a pretty good spy (the best regular on a couple servers). I just want to say that I doubt that buying the entire inventory of the store will make you much of a better player. Assuming the items are balanced, a crappy player is still a crappy player. I for one am planning on keeping my current spy loadout (though I may check out that new revolver when I get it in a drop). With item trading and random drops you can get whatever weapons you want for your primary class or two w/o too much trouble. The only thing I don't like is how total newbs can have 5 or 6 hats. Hats were originally a status symbol, because you could tell that a player had been around for a while if he had a decent hat for his primary class. On the bright side, trading will allow you to get the hats that you want easier...
... I hope they implement the resale of Steam games next, because I'm ready to resell my (boxed) copy of the Orange Box.
Oh wait...
Want to know WHY I'm not bothered by this? Because the achievement-whoring douchebags will probably just buy the items they want and get back to ACTUALLY PLAYING instead of burdening their teams with their ineffective half-assed play while they try and grind new HATS. And anything that lets Valve make more money off of the kind of people I detest is good for Valve, me, and the gaming ecosystem in-general.
I have some faith that Valve won't misuse this idea. Honestly, letting people buy the items if they want to benefits everyone. I don't really think they're going to do something like, say, start charging for molotovs in Left4Dead. Maybe they should charge for ragequitting. Let people buy $0.50 'get out of game free' cards, as it were, to keep them from getting a negative reputation for quitting in the middle of games! ;P
Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
It's good that I have a Jewish friend that plays TF2.
He's coaching me on good trades.