Microtransactions. The word itself causes gamers to shiver and point out their favorite (read: most despised) ones. A microtransaction is a small amount of money that a game either requires or highly recommends to keep playing or to enhance the game. For example, Candy Crush is free but you can buy tokens to get a hint. In general, microtransactions are found in freeware games, but some have notably made their way to actual video games made by well-known developers. Games already aren't cheap, but charging the customer even more after the fact is just going to cause issues, and it already has. From once anticipated triple-A video games to apps you can download on your iPhone, microtransactions and paid lootboxes have become a point of concern in the video game industry.
It
was major news when EA/DICE's 2017 game Star Wars:
Battlefront II was released. Not
because of it being a major success or helping to expand the story
after the Original Trilogy, but it was because of the
microtransactions that effectively turned the game into a pay-to-win
moneymaking scheme. Even though the consumer paid sixty dollars,
maybe more if they bought the “deluxe edition” or even a full
console that it came bundled with, they still could not access
characters like Darth Vader, Rey, or Luke Skywalker out of the box.
The intention was that players would have to earn these characters
for online play, which is fair I guess. But the token system wasn't
just increased by playing the game, rather you could buy “lootboxes”
that would give you items such as tokens and “Star Cards,” which
were power-ups you can use both online and in local gameplay. The
cost of Darth Vader was so high, it would take a player 40+ hours to
gain enough coins to purchase the Lord of the Sith – or, they could
buy some lootboxes and get the coins that way, thus increasing the
amount of abilities they have in-game. A complaint was made on
Reddit, and EA's response (which was basically saying “well that's
how we designed the game just deal with it and pay up”) became the
most downvoted comment in the site's history. The game, which
launched in November 2017, was still fully stocked around Christmas –
which was also right around the release of Star Wars: The
Last Jedi. EA took a massive
hit, and Disney lawyers even got involved after rumors started up of
a possible class-action lawsuit for purposely overcharging players in
order to play the game to the fullest extent. At first, EA lowered
the point cost to buy the playable movie characters and removed coins
and cards from lootboxes, but by 2018, the entire cost/lootbox system
was gone, and if you buy the game now, you'll be able to jump right
online and play as Rey in a battle. This was such a major controversy
that it even prompted some countries to investigate whether or not
lootboxes were considered gambling, and Belgium recently declared
them as such.
Free
apps are notorious for these. There are countless stories of kids
racking up a few thousand dollar bill on apps because the game pops
up with saying “pay x dollars to get 20 more gems or wait two
hours” and they just click to go ahead, there's no passcode to
prevent this. The new Harry Potter
game, Hogwarts Mystery,
is pretty much just a series of microtransactions. While the game is
technically free, you still need “energy” to do tasks like rest
and talk to characters – but that's nothing, you also need energy
to progress through the levels. Yes, you can wait three hours after
playing fifteen minutes just to take a short rest before needing to
wait another three hours, or you can pay a few dollars every few
minutes to keep on going. It's like EA gave them pointers on how to
get nerds to pay more than what they should for a game. Pokemon
Go (yes I still play it) is the
opposite however. You don't need to pay anything to enjoy the game.
Yeah you're limited to 250 Pokemon, but by the time you get there,
you might want to pay for an additional one hundred or so. Unlike
Hogwarts Mystery, you
can play it perfectly fine, it doesn't limit your catches or amount
of items. Countless games are like this, supposedly being free but
requiring payment to get items for use in-game, and developers know
this. They want people to be paying extra so they make money, hence
why “freemium” software exists. Say it's free, which isn't a lie
– but to really get what it's designed to do, be prepared to buy a
lot more items and spend money to play a game you thought wouldn't
cost you a cent.
Back
to major AAA games, you have ones like Fortnite.
This is a game that has two different modes, one that costs and one
that's free but does include optional microtransactions. The free
version, Battle Royale,
is an online third-person shooter wherein 100 players fight each
other to be the last man standing. The paid version has local
multiplayer and a story mode, but isn't required to play Battle
Royale. While there are cosmetic
items you can earn and buy for the free game, they don't increase
your abilities in-game, and you can play as many rounds as you want
without having to pay a single cent. Even the “Infinity Gauntlet”
mode, a limited-time promotion for Avengers: Infinity War,
every player has the chance to get the Gauntlet and play as Thanos –
doesn't charge you at all, only thing it costs is your patience and
skill at trying to get the item in the first place. Many online games
are free but include a paid aspect – Blizzard's World of
Warcraft is free until level 20,
but it's not like it stops you from playing, you just can't level up
after. Yeah it's not perfect, but still. League of Legends
is the same way. Both games have microtransactions to get more
in-game currency or items, but in theory one could play without
paying anything.
Sometimes
though, a lootbox isn't a bad thing. In Overwatch,
the boxes contain primarily cosmetic items. You pay for the game, you
get your game and don't have to pay any more unless you want to get
extra things like new DLC, which again, isn't required for play. Or
PokeStops in Pokemon Go,
where you can stock up on Pokeballs and other gear. But you do not
have to put any more
money in, because in the end, it doesn't make you any better of a
player. But at the same time, there's games like Battlefront
II that would have kept at the
lootbox pay-to-win concept, but somebody stepped in and made it very
clear this is not how the industry should work. Instead of charging
players for something they thought was free, just make it an option
and allow them to earn the same thing by playing the game, as well as
just keeping lootboxes containing skins and other minor items that
don't effect gameplay. Microtransactions aren't going anywhere, but
after everything that's gone on since EA had to completely revamp
their system, the industry should look at whether or not they
actually help the game or hinder the players. Because playing for
fifteen minutes then having to wait three hours to get enough energy
to open a book isn't a game, it's just making people pay more than
the program is worth.