Microtransactions=Pay To Win?
The definition for a Microtransaction is a " business model where users buy virtual items via micropayments." These virtual items that can be purchased can vary. There are a few just for cosmetic purpose that would show off virtual clothing, body armor, etc. Most Microtransactions help give users an advantage. For example, in the popular mobile game, Madden Mobile the objective behind this game is to be able to build the best overall team. In order to build the best ultimate team players must participate in events,challenges, tournaments in order to receive players that improve their team. For competitive purposes and a way to limit exploiting, EA incorporates an "stamina" system. This system depends on the level the user is and determines the amount of “stamina” users can have to engage in head to head matches, challenges, and competitive play. Once they run out of “stamina”, they must wait a certain period of time in order to have enough to engages. Usually in order to have full energy it can take up to 4 hours. The more you level up, the more quantity of “stamina” you can contain.
All this grinding and amount of time can be avoided with microtransactions. In this instance, for Madden Mobile EA has a store full of microtransactions. You can purchase points that are used to rush that ideal 4 hour time limit in the matter of seconds. This as a whole eliminates the concept of the “stamina” system and allows users to have a significant advantage to reaching their goals. Microtransactions was created for the specific reason of gaining more revenue, but the speculation of this “cheat” has lead to discussions of whether or not it benefits the game or media.
To start off with the positives behind Microtransactions, we can use the points Jake Valentine of Gamezone uses in his article, "The pros and cons of microtransactions in a major release." His two main points that backed up microtransaction consisted of how it provides free additional content and how it helps support a game that is free financially. To elaborate from his points, most of these games that involve microtransactions are free. These free games are most popular on mobile phones. Games like Candy Crush, Clash Of Clans, Madden Mobile, etc. If it's free, then these microtransactions are one of the only ways these companies can really generate revenue and even continue allowing their products to even be on the market. Yes, the amount of time their game or media gets a download they get money, but it isn’t the same as what Activision does every November by selling its latest instalment of the Call of Duty Franchise for $59.99-$99.99. Valentine argues that Since it's free, and ideally the reasonable price for a video game these days is between $35-$60. It is not really that bad to spend that amount towards microtransactions in the end since you got the game for fee. Getting more of edge in terms of games that revolve around competitive play, allows you to having a better experience and have a longer duration playing the game.
On the other side, we have users who believe this whole concept like Valentine says, “It’s not popular with gamers at all. It can give people that pay an advantage.” An example of how bad microtransactions are truly are, we can look at EA’s Star Wars Battlefront II. Star Wars Battlefront II was the second installment of EA’s Battlefront series. Since its’ release in November 2017, the game has faced many criticism for its use of microtransactions. In the game in had a similar point system like the example of Madden Mobile. In this case all the iconic characters like Luke Skywalker, Darth Vader, Han Solo were set to be unlocked with almost 100,000 credits. That is roughly up to 100 hours of gameplay or through microtransactions at least $50 worth of credits to be able to unlock one virtual character. Like Battlefront II they incorporated the whole system of loot crates in where people can achieve or pay for amounts of crates that contain goodies that hinder their gameplay. In the end it paints the game as something you have to pay to win. This system ended up hurting sales, and has led to such public outrage that the future of series is in question.
The system of microtransactions really showed these companies their true colors of setting up everything to where they keep sucking money out of you. As previously stated this system isn’t bad for mobile games that are free to start off with. Fortnite, one of the most popular games that everyone is talking about is a perfect example of how microtransaction should be used for. It is a free game to all consoles and PC. The only things you can buy that does not hinder your gameplay at all is through Skins and weapon skins. The prices for these digital items may be high but they are not items that give you an advantage of any sort. The developers at Epic Games do a great job of having everything balanced and equal to anyone. Games like Call Of Duty, Madden, Star Wars in where you want to have a better experience then you should invest in their microtransactions lead to failures. It lead to things being unbalanced and unfair for those who aren’t in the situation for spending more on a game they just barely have. Paying $60 to play in a game where someone in the same level as me has three times the weapons, three times the strength can really affect my experience for the game. I ask you all now is the concept of microtransactions worth it? Can you see it work for all games? Should we develop a new more justified system?
Brian discusses the term "microtransactions" in this blog post. Brian offers various viewpoints and definitions via his sources and analyzes them to explain his points.I really like the various games he brought up to prove each viewpoint. I think the blog is fine as it is. My only question would be: what do you think is the point of companies of games like fortnite that offer a free version and a not-free version?
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