My Ideal System for a Game that uses any kind of Micro Transaction system is Theoretically one that is Closer to how a Trading Card game Operates.
Basically almost all the content would be in the cards that cost jack all, and pretty much the only thing you have to pay for is the Cards. (And if its some kind of Skylanders Deal, you also might have to pay for the Card reader. Not really sure how to work around that unless the thing comes Free with a Huge pack of Cards.)
However... You can Also Trade those cards to others, or just give them away, so others have not only a fighting chance to get ahead without Paying, it fosters an urge to form a Community around the Game.
... With that in Mind...
Lets Say I made a Augmented Reality game that allowed one to Create and Train Monsters. And the Entire Monster's set of Levels and what not were stored on a Trade-able e reader Card. Though every Monster would start at Level 1 on Creation, after being Written to the card it would be able to gain Levels.
This would Theoretically allow one to collect on an investment on any given card... Kind of. Since high level cards that you have worked on could be Traded for a profit to Newbie Players. Basically making Second hand Cards worth more than a Fresh Set unless you Plan to create a brand new Custom Tailored Monster suited to their playing Style.
Assuming The Software is Free, and the Card Reader costs jack all, (or maybe have some Public card Reader set ups) then all up this would make a fairly Good way of Almost completely negating the hassles of Micro Transactions.
...Or not... I'm not entirely well versed in how this works.
Basically almost all the content would be in the cards that cost jack all, and pretty much the only thing you have to pay for is the Cards. (And if its some kind of Skylanders Deal, you also might have to pay for the Card reader. Not really sure how to work around that unless the thing comes Free with a Huge pack of Cards.)
However... You can Also Trade those cards to others, or just give them away, so others have not only a fighting chance to get ahead without Paying, it fosters an urge to form a Community around the Game.
... With that in Mind...
Lets Say I made a Augmented Reality game that allowed one to Create and Train Monsters. And the Entire Monster's set of Levels and what not were stored on a Trade-able e reader Card. Though every Monster would start at Level 1 on Creation, after being Written to the card it would be able to gain Levels.
This would Theoretically allow one to collect on an investment on any given card... Kind of. Since high level cards that you have worked on could be Traded for a profit to Newbie Players. Basically making Second hand Cards worth more than a Fresh Set unless you Plan to create a brand new Custom Tailored Monster suited to their playing Style.
Assuming The Software is Free, and the Card Reader costs jack all, (or maybe have some Public card Reader set ups) then all up this would make a fairly Good way of Almost completely negating the hassles of Micro Transactions.
...Or not... I'm not entirely well versed in how this works.