The Hidden Evil of the Microtransaction
An anonymous reader tips an opinion piece at #AltDevBlogADay written by Claire Blackshaw, lead designer at Jagex Games Studio, about where companies go wrong with microtransactions. While microtransactions aren't inherently evil, she says, they're often misused by marketing folks to the detriment of everyone. She encourages game developers to fight back. Quoting:
"The problem with all this is this it is an ambiguous, grey area. The real kicker is that grey areas are always green-lit by greed. In the interest of a 'little more,' so much wrong has been done. So many ideas ruined, communities broken, and teams overstretched by wanting that little bit more. The old sustainable farming arguments come into play here. The massive problem is that you as the Games Designer or other development members do not always have the final say, but you can still fight your corner. You can build your arguments and try to provide some strong research and data to help your money people see the long term view."
With micro transations is that sometimes they don't seem micro at all. My idea of micro transations are less than €1. I came across a game there recently (Burnout Paradise for anyone who cares) where all the micro transations that were available combined cost more the original game did.
There is no -1 disagree
As I see the problem, it's the old fashioned wrongfull assumption that pretty much everyone makes at one time or another: Your actions affect price.
It's like when someone writes "Since yesterday, Stock A's price went up 100 dollars, If only I'd bought a million of them and sold today". This is only true if the act of purchasing a million of them would not have no effect on the price, which is highly unlikely when you purchase large volumes.
With microtransactions is the case of putting in products. They want to generate objects which have som intrinsic value, so people will buy them. But when ever they see that 10% of the people bought black sunglasses for 10 Dollars they go "hmm, lets get them out to the remaining 90%, lets drop the price to 1 dollar" Suddenly they are screwing over the original costumers by devaluating the objects they purchased and eventually they completely ruin the value of the object, becase who wan'ts a pair of sunglasses everyone has?
At the root of the problem is the fact that microtransactions are god from the machines in these small virtual worlds. They have complete power to put in content at any price or volume they want, and they simply do not understand the caution which must be taken exactly because of that level of control. And ofcause you have no free market at all, because production price of the objects are virtually zero, they simply cannot allow competition as the prices would be undercut to the point of there being no profit.
they're often misused by marketing folks to the detriment of everyone
Bill Hicks, God rest your soul.
As always, all IMO. Insert "I think" everywhere grammatically possible.
I would argue that microtransactions are completely and utterly evil by their very definition. There is no "gone wrong" or "abuse" when it comes to microtransactions, because the sole purpose, the driving force behind them, is to deceitfully make large amounts of money. People are inherently bad at understanding how much money they're spending, particularly if it is done in small amounts. In fact, people will treat a five dollar bill differently than five one dollar bills. You buy an energy refill here and a potion there and all of a sudden you've spent $100 on that facebook game and have no idea what happened. That's exactly what they want.
Let not thine bean-counters have party to the "fun", for surely upon that day that thou let thine bean-counters soil the "fun", the Lord, thine customers shall smite thee in thine wallet and it shall sting, And there shall be weeping and gashing of teeth in the outer darkness of the unemployment lines by the wicked unfaithful devs, so saith the Gods of Gaming. Amen.
Take the Red Pill.
I've noticed that microtransactions fundementally change the developer-player relationship. In a subscription-based game, a developer and a player are on the same side: the player wants to buy an entertaining game to stick with, the developer wants to make an entertaining game people stick with. In a microtransaction-based game, it's an adversarial relationship: the player wants to minimize their spending to find entertainment while the developer wants to maximize the emotional impulse to spend. This creates a qualitative difference in the entire atmophere of a game. So although I used to be ok with microtransactions, their presence is now an automatic "no sale" for me.
I like to think of myself as someone literate, but I couldn't parse everything in the linked article.
All I know is that it had nothing to do with microtransactions, appeared to contain PHB-style solutions to problems that are no help at all (note, heavy rephrasing to make it sensible):
Problem: Someone wants the game to make money and it may impact core gameplay.
Solution: innovate, engage mindshare, customer focus.
Problem: Someone wants the the non-core gameplay elements to make money ... and so on.
Solution: Long tail opportunity, self-leadership, consensus-building
(Buzzwords were chosen because their nebulous nature seems to exactly nail the writing style, as though the article may have been put together by an auto-generator.)
Those aren't answers. Those are just concepts, and not well defined or even directly relevant ones at that. It's like having a business plan that just says "succeed". How do you fix the evil of a game that's meant to make money? Have a CEO that will stand up for you. Oh, gee, that helps. I'll get right on that.
This article appears to be entirely without value.
If you as a developer want to influence anything in your product, you'll want to start by working on your communication skills, especially when targeting other developers. This wouldn't even pass muster with PHBs.
Classic examples of microstransactions gone wrong.
The games are free, and you can buy clothing/apparal with "credits" you earn as a soldier. However, they need to make money too, so the ithems you buy are always time limited to only a day or 3. For longer periods or permanent purchases you need to spend real money which you have exchanged for battlefunds.
This is all fine, except that the more powerfull weapons are ONLY purchasable via battlefunds, making them inaccessible to those without a creditcard or not wanting to spend more any or money. The kids running around with dads creditcard now starts ruening the gameplay by buying the most insane weapons and prancing around like invincable nitwits. Using healing-items like they were tictacs and blasting everyone away on first shot with some insane cannon costing around $20 or more.
With such microtransactions in play there is always the temptation to alter gameplay, prices and items to try and make more money. This is almost always viewed by the players as unfair as the items they invest in suddently become low-ranking tinkertoys to the new silly stuff they add. Oh, and you may not sell em back/trade so you can't get any money back. (Heroes is actually the worst as the purchasable weapons are a lot more powerfull than free ones.)
"While microtransactions aren't inherently evil..."
That's where you're wrong, right there. They ARE inherently evil. Their very premise is evil. They are nothing more than an attempt to trick users into spending more on your game than they intended to. You are trying to obfuscate the true cost of playing your game. In many games it's nothing more that a subtly veiled form of gambling that you're allowing 11year olds to participate in. It drives people, not only away from your game, but the gaming industry as a whole. Have no doubt, micro transactions will eventually be taken to an extreme we haven't even imagined yet and this subject will end up in front of congress who will hand down the first federal regulation of video games in American history... which will be to all our detriment and thanks entirely to the greed behind micro transactions.
I was playing that game since closed beta and it's perfectly well playable without spending a dime.
Sure, those who pay will be able to use slightly better premium ammo, but that's not a gamebreaker.
Sure, they'll be able to support higher tier tanks without having to use tier 5 as a money maker all the time due to premium (FYI, that's the real value of a premium account - the double money makes tanks self-sustained up to tier 7,at least for a not too skilled but not a n00b like i was in the beta (back then we'd get some free gold) )
Sure they can get crew skills to 100 % straight off
Sure, they can platoon up with friends (the only thing that pisses me off, but then, WoT staff said they are going to put in free platooning in an update soon).
But guess what. asides from the last bit, (and that'll get fixed) i feel none of that is crippling trouble as a person who plays for free. I don't mind playing my KV and KV-3 more often than higher tier tanks, and the other advantages aren't that huge. Better ammo? Hell, i've killed people who had a better *tank*. Sure, it is an edge, but looking at how tank tiers mix in every game, it's the least of your worries as a free player. And premium tanks themselves aren't that great compared to same tier tanks fully upgraded (in some cases, outright worse) - they are mainly money makers.
In this way you can go through every paid advantage and see that in the end it doesn't amount to all that much.
tl;dr version: WoT does it right because unlike MMORPGs it relies a lot more on player skill, unlike FPS, the playing field is nothing close to level even without paid items, and there's little you can't do with free access.