I feel like I should start by apologizing for the
title, because that would imply that microtransactions -- the scourge of gamers
everywhere -- can actually be good. And I should apologize even more, because
there’s a part of me deep down that thinks they actually can be good.
Deep, deep, deep, deep, deep, deep, DEEP down --
but it’s there. So let’s talk about
microtransactions for a bit, and ignore the fact that Word refuses to recognize the term as legitimate. I, uh, can’t say I blame it.
For those unaware (i.e. those who deserve the
entire world’s envy pointed at them like the sun’s rays through a magnifying
glass), microtransactions are an increasingly common occurrence in games
now. The idea is that players can spend
small amounts of money to get the content that they want -- items, costumes,
etc. -- and get back to the game with more stuff to enjoy. Not everybody has the time or dedication to
push through every game and unlock every last trinket, so microtransactions are
supposed to offer an easy solution. Lay
down some cash, and you can get the items you crave in an instant.
As far as I know, microtransactions have been a
part of the mobile space for a good while now -- via in-app purchases, or
something like it. There are probably
plenty of PC, free-to-play games that scrape up some extra dollars by letting
players snag the items or features they want.
Of course, one of the more notable entries came from EA and Dead Space 3. By spending real-world money, players could
get the resources they needed to build some fantastic guns. It caused a big stink for plenty of reasons,
least of all because nothing says “immersion” or “horror” like reaching for
your wallet.
Leave it to EA to open the floodgates on one of
the most maligned features in modern gaming.
What was once a minor and “ignorable” feature in one game has basically
become a fixture of plenty of others, especially in the AAA space. Ubisoft’s made liberal use of them, to the
point where Assassin’s Creed Unity had
microtransaction options that reached all the way up to the hundred-dollar
mark. Uncharted 4, Halo 5, Rainbow
Six: Siege, and Rise of the Tomb
Raider all have them -- just to name a few.
That’s on top of the DLC options (upcoming or released) for plenty of
games, which are themselves on top of efforts to push for purchases.
As a guy who would rather focus on the merits of
the art -- the execution, the creative vision, et al -- I try not to put too
much stock into the business side of things.
That’s not to say I ignored or supported microtransactions; it’s just
that they’ve been proven to work and have
carved a fault line into the face of the gaming industry. That might change someday, but today is not
that day. Whether it’s in video games or
otherwise, I understand that producing art (or “art” in some cases) is just as
much about creativity as it is about business.
Profits. Return of
investment. Given that a lot of budgets
can spiral out of control, I can understand why companies need to do whatever
they can to make sure they stay afloat.
It’s almost as if some of these companies should
manage their budgets better, and not just pump out massive AAA undertakings in
a clearly-unsustainable feedback cycle.
But you didn’t hear that from me.
So let’s talk about Overwatch.
It’s no coincidence that I’m talking about
microtransactions now, in the face of one of the biggest hits in a good
while. Like a lot of people, I’m
enjoying Overwatch. I think it’s a good game, and it’s doing a
very good job of delaying me from suffering through playing Uncharted 4. But it’s loot/unlock system is hard to ignore
-- even for me, a guy who doesn’t typically care about cosmetics. See, each time you level up in the game,
you’ll earn a loot box. Open up that
loot box, and you’ll get four random prizes.
You could get a spray, an icon, an emote, a highlight intro, a voice
clip, a costume, or just some in-game currency to spend at your leisure.
The problem is that -- like others have said
before -- the system is completely borked.
You have no control over what you’ll get out of a loot box, which means
that if you’re a dedicated Hanzo player, you’ve got just as good a chance at
getting a little icon for Roadhog as you do just a simple palette swap…and
given that there are nearly two dozen characters, the only way to reliably get
what you want is to use the ing-ame currency.
Too bad you can gain as much as 25 levels and never see your count rise
above the 350 mark. If that. So there’s a microtransaction system in place
that lets you buy a fixed number of boxes in bulk. NOT the costumes or items you want, of
course, because that would be too easy and beneficial. No, you only buy the CHANCE to earn what you want. But for some people, the chance alone is
worth every penny.
In the case of Overwatch,
I see the appeal. I understand the
urge. I wouldn’t mind getting some extra
costumes for Zarya, since she’s one of my main characters; the bond is strong
enough, and pushes me toward the grind.
Sometimes, you just want to represent your hero as best you can. But if I’m going to do that representation,
I’ll do it without taking part in a system that’s built to make me look like a
sucker.
Is it tedious as all hell to earn new boxes via
leveling up? Yes, and it’s only going to
get worse before it gets better. Is it
keeping me from throwing money at a system built around dirty tricks and
psychological manipulation? Yes. Not to
wax nostalgic, but I miss the days when I could earn extra content through fair
gameplay -- through effort and application (and honing) of skills. Now it’s all about instant gratification --
and that gratification isn’t even guaranteed.
Jim Sterling has pointed out, again and again,
that microtransactions are here to take advantage of players. In order to do that, they create situations,
systems, and scenarios where spending more money will become the preferable
option for players. Essentially, it’s
changing the way games are played. Street Fighter IV and its iterations let
you unlock colors and taunts just by using your characters of choice; as good
as it is, Street Fighter V spent the
past few months trying to figure out how to include in-game purchases…and in
the meantime, it asked players to endure the less-than-ideal Survvial Mode to
get the colors they want.
In SFV’s defense,
it’s far from the worst offender. You
can get every last bit of content by playing through the game normally, such as
playing through the character-specific episodes to earn that sweet, sweet Fight
Money. Likewise, upcoming content should
provide more ways to earn and collect everything the game has to offer -- with
the new story mode “expansion” no doubt promising a pretty penny. It doesn’t change the fact that some elements
of the game were tweaked to get players to drop their guard (or boost their
frustration enough to seize their wallets), but it’s something.
So I guess the next question is a basic one: can
there ever be a good microtransaction?
It’s not like the idea is a bad one, relatively speaking. Again, maybe Little Jimmy Xbox doesn’t feel
like putting in the work to get this
costume or that emote. So one payment later, he gets exactly what he
wants and moves on without pushing himself to the limits of sanity. Maybe, then, it’s about providing
options. Give players a chance to fairly
and casually unlock the stuff they want, but leave the proverbial tip jar in
the corner for those that need it.
I’d think that devs and companies these days
actually think they’re providing a respite to gamers by featuring
microtransactions. I wouldn’t put it
past them. But their sense of value --
their understanding of time, resources, and even interest -- is seriously
skewed. If they want to provide options,
then fine. We’ll just have to live with
that for now, but under one condition.
The regular option -- the one that involves playing the game, and the
game already purchased by the player -- has to be viable. It has to satisfy, provide challenge, offer
rewards (concrete or abstract), and generally just be what a game tends to
be. The game shouldn’t kowtow to the
microtransaction; if anything, it should be the other way around. Gameplay is king, after all.
But that’s a basic, incomplete runthrough on the
subject. Microtransactions are cringe-inducing
and in dire need of reform, at least in my opinion. So what’s yours? Think they’re bad? Think they’re good? Ever splurged on one? Are you a whale, or a whale hunter? Whatever that means in this context?
Feel free to weigh in at your leisure (for a small
fee of $2.99 (but not really)).
Ready? Set…comment!
You know, I kind of wonder: is there a Stand that
creates money out of thin air? Not to
belittle the efforts of Jotaro and others, but…a money-generating stand is just
a bit more useful than guys that
punch really fast.
On the other hand, the coolness factor is in full
effect.
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