Author Topic: (most) Microtransactions are OK and people need to stop bitching about them  (Read 11275 times)

I actually agree with this.
I also think people make too much of a big deal over lootboxes and gambling in general.

microtransactions aren't inherently poor design, and they aren't inherently immoral, but they can certainly be used in ways that make them so. i don't want to start drawing imaginary lines where i think it's good and where i think it's bad, but in general i think it's definitely possible to implement microtransactions in a way that's unobtrusive, and perhaps even constructive (don't ask me for an example of a place where this is the case cus idk), to gameplay

designing systems to deliberately incentivize additional purchases or 'gamifying' the act of spending your money is something i feel is pretty safely in the "No Sir, Don't Do That One" category tho. even if the option of not spending money is there, the game can certainly be designed to make the experience significantly worse if you don't

What do you mean OP isn't McJob? Where's that richardhead coming in to shill for his snake bosses at Ubisoft?

micro transactions should not be in a full $60 title either. I paid $60 to play your game, don't make me spend even more money. microtransactions are designed to feel small, but add up over a long period of time.

microtransactions are fine to me if they don't buff you or some stuff that it takes normal people 400+ hours of grinding. that's loving horestuff, there's no way to normalize that.

pay-to-win is loving horrible and it's laden in mobile games.
« Last Edit: November 01, 2017, 01:50:10 AM by hillkill »

I've said this before somewhere, but buying a normal game is supposed to be equivalent to buying a chess board. You get to play with your friends and the single purchase rewards the board-maker for their effort.

In contrast, microtransactions are like having to buy the board and also having to buy each piece individually. But this time, the total cost of the board plus all the pieces is way more than the first situation, and oftentimes you'll be playing chess against people who bought all the pieces and have an unfair advantage.

i hate any game that has a market for trading items between players using real money.


mobile "games" that use micropay are the most pointless things ever. not even technically games.

I actually agree with this.
I also think people make too much of a big deal over lootboxes and gambling in general.
loot boxes are a perfectly fine type of reward if they're not the only way you can get stuff.

getting 4 random items is cool and all but after getting red palette swap reaper for the third time instead of blue palette swap reaper after dozens of matches, just let me spend two - three bucks to outright buy the pallete swap instead of spending two - three bucks for a chance at the palette swap and some other garbage i don't want

or just give me blue reaper after playing 50 matches as reaper because i clearly don't want hanzo stuff
« Last Edit: November 01, 2017, 02:18:17 AM by kongo »

microtransactions should be limited to free to play games only.

relevant: for a primarily multiplayer game, would you rather have microtransactions and pretty common free content updates or 10 dollar map packs every few months?
the problem is that in theory this sounds nice but of course companies are doing both. Battlefield 1 has a litany of weapon skin microtransactions as well as microtransactions to skip level progression, but also has 15 dollar map packs. and since they've gotten away with it, so will battlefront 2, and cod ww2, and so on and so forth.


what i don't like about microtransactions is value. I'd be okay with paying 5 bucks ingame if i got more content. But that's just not feasible right now because of the game market - they'd have to sequester pieces of the game and charge for them. So instead, it's cosmetics, which conveniently take little time and effort to produce, and also people will defend them by saying "they don't REALLY have any effect".

If I play shadow of war and love it to death, maybe I'm okay with paying 5 bucks to buy an orc. But if i'm even slightly disatisfied with the game, I feel like I'll be more inclined to look at that Orc and think, "i bet this guy was free originally".

we're in a transitional period, because like it or not "games as a service" will be the norm, at least for the big budget AAA multiplayer games. And the unfortunate side effects are these natal microtransactions that feel inconsequential because the games are not built around them having meaning. And as people have pointed out, do you really like unusual's in TF2 because they're cool, or because of manufactured necessity - if everyone had a flaming Team Captain, how cool would they look then. Personally? Not as cool as sniper's radical default hat .

Microtransactions should be limited to cosmetics only.

Yes you did. The option is there but you dont need to take it.

unless the micro-less game is an unenjoyable grind...

Microtransactions should be limited to cosmetics only.

premium currency is doable but levelling/equipment unlocking shouldnt be directly skipped forwards and premium gear shouldn't be objectively better than grinded gear of the same level/tier/etc

WoT's premium tanks are a great example of good premium gear
gta online's grind is a great example of a bad grind
« Last Edit: November 01, 2017, 07:24:45 AM by Juncoph »

you know a good way of making non-cosmetic microtransactions are XP/Currency Boost, you dont directly gain more of the dosh or XP, but you can pay to get a 50 or something percent boost for a certain amount of time


i remember when pubg came out with unimportant microtransactions and everyone started giving it bad reviews on steam strictly for that reason. "i really love playing this game, but the devs said they wouldn't add microtransactions and did anyways. the game is now ruined and you shouldn't buy it" wow way to help out the gamers who aren't loving idiots and are looking for actual feedback on a game they might not be sure about buying