On 1.12.2017 at 11:21 PM, Scouting Ninja said:
I don't fully agree with this. I have tried not including micro transactions in my game and can tell you it led only to failure for me.
I feel that as long as paying for something in game remains a player choice and does not hinder the progress of the game, it's a valid way for players to spend money on the game.
Interesting... why do you say it led to failure?
Do you mean financial failure? Was it a premium game? Did the fact it cost something upfront led to lower downloads?
That would mean not going F2P led to failure, NOT microtransactions itself. I think microtransactions in F2P games itself are fine, even though they still can be harmful towards the weak minded, people with gambling addictions or minors. But nobody REALLY complains about mobile games or other F2P titles implementing microtransactions (of course, I cannot speak for everybody, or the poster you quoted)...
The current controversy revolves around microtransactions in premium games. Which CAN be done in a non-intrusive way that DO give players that want to spend extra money options without interfering with the play expierience of everybody else (which is NOT what EA has done in BF2 as far as I understand it).
On 30.11.2017 at 6:23 AM, zizulot said:
Micro-Transactions........................................ Was created to milk every penny you can from a customers, I never used microtransactions, but if youre game fully playable without them, than I see why not
While certainly true that SOME types of microtransactions have been created to be a predatory as possible, and some companies, especially in the mobile space, seem to take their data collection mania to creepy levels, in essence stalking their whale prey on social media to get more information on how to squeeze the last penny out of them, I would dare to say this is a little overgeneralizing.
I have seen the good kind of microtransactions. I have spent quite something on it myself actually in F2P games I liked. Because I wanted to support the dev and the game, AND because I got something in exchange which was worth my money without screwing up my or anyone elses play expierience.
I feel like the premium vehicles in the Wargaming titles are (mostly) a good example. You get some unique vehicles, which offer a different play expierience, and a vanity item at the same time (given you cannot get access to these vehicles without spending money)... while at best not being overpowered at all (some recent additions are not as cut and dry there, but thanks to the game having a lot of skill needed to pull off about anything, an overpowered vehicle alone does not make for an automatic win).
Now, are these premium vehicles designed to get some money out of non-paying customers? Yes. Are they sometimes designed to "force" true collectors to buy them (by using historically relevant vehicles)? Yes.
But they do not affect the play expierience of other players in the best case (until a total newbie buys a high tier vehicle and trys to ruin a tier 8 game for everyone else by being total useless... even then, as long as its only one person, there are 10+ other persons left in the team to make up for his inexpierience).
They might be making some collectors and historical nuts grab grudgingly for their wallet because they HAVE to have the Tirpitz Battleship, or they need ALL the US Ships they can get in game... but they do not incite gambling addiction, as you get what you buy.
So I wouldn't say ALL microtransactions are bad. Only the ones that work only thanks to addictions being abused, and a game being made grindier to incentivise players to spend money are in my eyes. And Pay2Win schemes of course.