The Commandments of Micro Transactions

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Samurai Rabbit

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Apr 2, 2011
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Hi Escapists,

I've cobbled together my notes from another Critical Hit video (this time about micro transactions) and arranged them in some form of comprehensible language below.

I've skipped the discussion about what MTs are and got to the nitty gritty: which games do it badly and what are the commandments that devs should follow:

There are several games that utilise MTs in a seriously bad way, three such games are The War Z, Star Conflict and Akaneiro: Demon Hunters. These games offend in entirely different ways:

In Star Conflict, the only way to obtain the best ships, weapons and equipment in the game is to purchase them with real world currency. In some instances the premium weaponry causes as much as 50% extra damage than its nearest non-paid counterpart. This is known as pay to win. That is a phrase that gets banded around a lot on the internet and more often than not it is used incorrectly. In this instance however it is absolutely spot on: No matter how skilful you are, no matter how many hours of practice you put in, you will never have as good a ship as the guy that just drops £10 in his account and fits out his ship with all manner of bad-assery.
This is wrong. Horrifically wrong , and this practice should be avoided at all costs. Developers are cheapening their own work by doing this, and also cheapening the experiences of their player base.

Akaneiro: Demon Hunters, is not only a game I cannot pronounce the name of, it is another major abuser of a micro-transactional store. This game is marketed as free to play, however most of the content is ring-fenced away from players until purchased real world currency. The costs of these content packs are not insignificant. In fact they cost substantially more than Torchlight 2, a game in the same genre as Akeneiro, but with far more depth, content and value for money.
This is also wrong. Do not prevent your players from accessing your content. If people are playing your content they are having a good time, and people who are having a good time are more likely to spend money to keep your game alive.

And now we come to The War Z. The War Z is a paid game with a brutal micro transaction model, you pay to revive your character, you pay for character classes, you pay for weapons and equipment that disappears when you die. The War Z is little more than a digital mugging and is a good example of micro transactions done badly.

But it?s not all doom and gloom, there are also several games that are successful without ripping off and tricking their players. Planetside 2, Guild Wars 2 and Warframe are three games which spring to mind who run MT stores that, while not perfect, are much more virtuous that the games I mentioned earlier.

Taking pointers from these games, and others, I believe thee are some commandments which all games that use a micro transactional store should adhere to:

1) Thou Shalt Not Use Bullshit In Game Currency

You should not have to convert money into gems, credits, platinum or whatever and use that to buy items in the store. For the most part this is done to lull the customer into a false sense of security. "How much is 50 gems worth again? Oh I don?t know but that gun looks nice!"
Banner Saga: Factions lists the actual real world cost price of all it?s items in the MT store, and I wish more games would do this. This way the player knows exactly what he or she is getting for their money.

2) Thou Shalt Not Ring Fence Content

With the exception of expansion packs or content created after launch, you should not charge your players for the pleasure of playing the game if you are advertising as Free To Play. All areas and maps should be accessible to all players. If people like your game they will pay money towards it anyway as, believe it or not, they?ll want to keep playing it.

3) Thou Shalt Not Pay To Win: All Items Are Created Equal

All items that directly affect gameplay such as weapons, abilities and equipment etc should also be accessible to all players. Either through crafting, loot or currency earned through gameplay. This maintains the balance of PVE and PVP and also encourages your players to invest time in your game world, which can only lead to future financial input.

4) Thou Shall Have An Abundance of Cosmetic Items

If you?re not going to charge for levels and guns what can you charge for? Skins, outfits, decals and other cosmetic items. Players love to customise their characters and vehicles, and a wide range of moderately priced cosmetic items will earn you the money you desire. Players who love the game will want it to last, and if they can get a bad ass looking skin for their plate mail whilst doing so then everybody is a winner.

Let me know what you think. How do you feel about micro transactions? What experiences have you had with games like this?
 
Apr 5, 2008
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You make good points, and make them well. My particular gripe is with paying to win. Real-Money should buy convenience, not power. It's one half of the Time = Money formula which the world runs on. Players should be able to expend time to get to the same level as those who spend money. I'm happy to drop a few squids if it saves me grind or skips over something I've little interest in.

Sony I believe made a single mistake with Planetside 2, though I've not played it and cannot speak from experience, just what I've read. It's my understanding that weapons in-game, at least those within a given class/category (eg. assault rifle, shotty, sniper, etc) do not necessarily offer more "oomph", they just deliver oomph in different ways to suit different play-styles. I find I don't like this idea at all. I like the idea of progression and "same-but-different" isn't progression. I understand that balance is the overriding factor here, as well as keeping noobs competitive with old-timers...but why would I want to invest anything if I don't have an advantage over a noob?

I agree on virtualising an in-game currency. I consider this outright deception (via obfuscation), no beating around the bush. MS are the guiltiest party in this for their MS Points bullshit.

I don't strictly agree on witholding content. By that, I mean that any player ought to be able to play from beginning, to end without grind. However, offering bonus zones in ADDITION to (let's call it) basic content I have no issue with. DDO and AoC do it and I think they do it well. You can play without these zones, but they offer new, fresh places to visit, quests to champion and loot to plunder.

And one rule which thou hast neglected. Thou shalt not Microtransact in a full-priced game. Seriously, if I'm buying you at £30 to £40, don't you dare force me online for single player, or take more money to play you.
 

Samurai Rabbit

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KingsGambit said:
You make good points, and make them well. My particular gripe is with paying to win. Real-Money should buy convenience, not power. It's one half of the Time = Money formula which the world runs on. Players should be able to expend time to get to the same level as those who spend money. I'm happy to drop a few squids if it saves me grind or skips over something I've little interest in.

Sony I believe made a single mistake with Planetside 2, though I've not played it and cannot speak from experience, just what I've read. It's my understanding that weapons in-game, at least those within a given class/category (eg. assault rifle, shotty, sniper, etc) do not necessarily offer more "oomph", they just deliver oomph in different ways to suit different play-styles. I find I don't like this idea at all. I like the idea of progression and "same-but-different" isn't progression. I understand that balance is the overriding factor here, as well as keeping noobs competitive with old-timers...but why would I want to invest anything if I don't have an advantage over a noob?

I agree on virtualising an in-game currency. I consider this outright deception (via obfuscation), no beating around the bush. MS are the guiltiest party in this for their MS Points bullshit.

I don't strictly agree on witholding content. By that, I mean that any player ought to be able to play from beginning, to end without grind. However, offering bonus zones in ADDITION to (let's call it) basic content I have no issue with. DDO and AoC do it and I think they do it well. You can play without these zones, but they offer new, fresh places to visit, quests to champion and loot to plunder.

And one rule which thou hast neglected. Thou shalt not Microtransact in a full-priced game. Seriously, if I'm buying you at £30 to £40, don't you dare force me online for single player, or take more money to play you.
Yeah the weapons in PS2 are more "side-grades" than anything else. Lose some fire-rate and gain accuracy for example, it does help keep balance but essentially renders those purchases pretty much useless. I also think buff items like xp and loot drop boosters are fine also.

I appreciate what you mean about content, having some "premium" or optional zones would be beneficial as long as it does not dilute the experience of your majority player base.

I completely agree with you on full price games and MTs. In the video I do talk about EA etc. briefly,(re: FIFA and Dead Space 3). I honestly think that MTs and DLC should be regulated, as I think that there are definitely law loop holes being exploited (no consumer refunds etc.) as these may not be classes as "products". This needs outside regulation, as an industry cannot possibly regulate itself. Lawmakers need to step in sooner, rather than later.
 

the_green_dragon

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KingsGambit said:
And one rule which thou hast neglected. Thou shalt not Microtransact in a full-priced game. Seriously, if I'm buying you at £30 to £40, don't you dare force me online for single player, or take more money to play you.
This should be the first and most important of all rules. The free to play models need a way to pay the staff who made the game, but a game which is FULL PRICE has no reason other then greed to try and charge us extra.
 

WoW Killer

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Pay-to-win can have a few exceptions depending on how you define it. When you have additional paid for content (for instance in DDO like KingsGambit mentioned), you'll often have unique rewards available from that content. Say in DDO, if you want Greensteel items you need to buy Vale of Twilight, and if you want your ToD rings you need the Devils of Shavarath expansion. That's money for power no matter how you look at it, but I wouldn't consider that an unethical micro-transaction. Essentially, it's the same thing as Burning Crusade offering better items than Vanilla WoW.

The pay-to-remove-grind thing can still be problematic if the numbers aren't done right. If the time investment needed to unlock items for free is set too high, then it can come across to the playerbase (particularly to new players) as if paying is the only way to progress. And as KingsGambit said, it is ok, even desirable, to have direct upgrades come about through time investment. So if you've got upgrades available, but it's considered that the only realistic way to get them is through paying (even if they're technically still available without), then that's going to be called pay-to-win. I think Hi-Rez had this problem at first with Tribes: Ascend, as the time investments for new weapons and classes seemed insanely high. Though I've heard they since adjusted all the numbers based on feedback, so good for them (I've been playing a bit of their other game SMITE recently, and that seems to have a much more realistic free-to-play system).

I'm a bit sketchy on "convenience", as in some cases I find this a bit artificial. There's a fine line between charging for an extra feature that you add in, and charging for a feature that was there to begin with but you purposely took out to make money from. Take SW:TOR, and how upon going free-to-play they limited the number of action bars available to free players. Almost everybody called that one out. But then even in Guild Wars 2 you've got things like paying for more bag space. Is that really any different? If it was there for free to begin with, nobody would be saying "wow, that's really generous"; they'd just assume that was how it was supposed to be. Not that I'm calling GW2 exploitative or anything (for one thing bag space wasn't seen as a game changer in GW2, whereas action bar space was a big deal in SW:TOR), but I do find it artificial. It's not something that's cost the developers or publishers anything extra to create.

And yeah, I hate the currency thing. The big crime for me is when you've got currencies being sold in values like 50, 100, 200 and then items being sold only in amounts like 60, 90, 120. Here's the thing: nobody's fooled by it. We all know what it's there for. Nobody's going to be fooled into thinking something is cheaper than it is. But people are, very much, going to think you're a sleazy bastard for trying it. Do shit like that and you'll only lose sales.
 

Samurai Rabbit

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Apr 2, 2011
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the_green_dragon said:
KingsGambit said:
And one rule which thou hast neglected. Thou shalt not Microtransact in a full-priced game. Seriously, if I'm buying you at £30 to £40, don't you dare force me online for single player, or take more money to play you.
This should be the first and most important of all rules. The free to play models need a way to pay the staff who made the game, but a game which is FULL PRICE has no reason other then greed to try and charge us extra.
Aye, agree with this 100%. This shall be another commandment!