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Micro Transactions

Blogs > Grumbels
Post a Reply
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
October 12 2014 21:14 GMT
#1
I wanted to post this on reddit, but then I remembered that I hate reddit so posting it here. The title is:

The pitfalls of micro transactions:
+ Show Spoiler +
See here for the suggestion in the Legacy of the Void thread and Destiny's promotion of that comment.

http://www.reddit.com/r/starcraft/comments/2ir69e/lotv_suggestion_thread/cl4pajj?context=1

I don't completely disagree with it, but I'm a bit tired of the mindless optimism regarding micro transactions, so here's a polemic arguing against it.

There are a lot of ways to do micro transactions badly, but there exists a well received industry standard that people are calling for Blizzard to emulate. I'm quoting this list I found that sets out the marks of a successful in-game store based on League of Legends.
  • The title is free - profit is made through micro-transactions.
  • These transactions are not overly expensive in nature. They're small, reasonable purchases. Price gouging doesn't occur.
  • As a corollary to the above; the items that can be purchased are things the players actually want to buy.
  • All of the items which can be bought are luxury items. They're either completely aesthetic in nature, or they make the player's life more convenient. They are not required for regular game-play, nor do they give one player an unfair advantage over the others. "Pay to Win" does not apply.
  • There are no content walls - players are not forced to pay just to play.

The in-game store is the core of League's freemium model which allows the game to be free to play. The game actually becomes a vehicle to promote and create a necessity for in-game purchases rather than a stand-alone product. Note that you can easily avoid spending real money by categorizing all the purchases as luxury items. By the rules of the list above this by definition can hardly affect the gameplay experience as the in-game store can only uniquely have novelty items of ephemeral value.

In the end most players won't spend a penny. The Pareto principle applies here: the rule that says that 80% of the effects tend to come from 20% of the causes. In League of Legends it means 80% of purchases will be made by 20% of the player base. And if you apply it recursively you can infer that the majority of the funding will come from a very small group of people. The references I found online seem to confirm this reading.

One model I'm familiar with is the funding for political blogs (wikipedia is another known example) which depend on donations. Something is offered to you for free but there is an appeal to the readers to support the cause. There are obvious similarities with League's freemium model but the difference is that Riot is a private company that seeks to maximize profit and comes by funding not by appealing to its userbase but by selling useless items of no value. There is no obligation whatsoever as a League player to contribute, there is no moral hazard in playing for free knowing that costs will be covered by the tiny minority of people that obsessively pay for skins.

I think a subscription model is fair enough: pay to play and meanwhile the servers stay up and new content is developed. The boxed copy model is also fair: you pay to get complete access to a game and it's up to you how you want to exploit this access.

But when someone argues for the freemium model they work towards a situation where "they" (i.e. the vast majority of players) no longer have to pay for the game, consenting to let others cover the cost while they play for free. And of course if you've already bought the game then you're arguing for Blizzard to cut you off from all sorts of minor perks you should already have access to unless you spend money on top of the initial purchase. And they create the need for Blizzard to aggressively market those options to people who are vulnerable to this. You don't have any real need for the perks and therefore some degree of deception or manipulative psychology is required in order to encourage acquisitions. Teenagers, elderly people, people that are bad at planning, people with mental illnesses etc. all fall under this.

Instead of the perfectly fair business model we currently have we want one that is unfair, complex and forces a more deceptive, predatory attitude of Blizzard towards its customers.


Please be nice.

Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
October 12 2014 22:01 GMT
#2
What if the switch to free-to-play was done TF2 style, where people who bought the game get goodies of some sort, for example a bunch of unlocked portraits/skins and some exclusive "veteran" icons that people who didn't buy the game in full could never get with microtransactions?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
[Phantom]
Profile Blog Joined August 2013
Mexico2170 Posts
October 12 2014 23:45 GMT
#3
I think the "freemium model" isnt bad or unfair if done right.

If i were Blizzard, i would do this:

Sell the expantion for 40 dolars, that gives you accses to the story, a bunch of portraits and some skins. (this would be practically the same as it is now).

This is called the "deluxe edition"

And the make the multiplayer F2P. And sell skins and that stuff. People who want the campaing, will buy it like they already do, people that just care for the multiplayer will play it, and people who want skins will buy them.

But realistically, i don't think Blizzard will do it.
WriterTeamLiquid Staff writer since 2014 @Mortal_Phantom
esReveR
Profile Joined February 2010
United States567 Posts
October 13 2014 06:29 GMT
#4
Blizzard has two games using this model already.... Hearthstone and Heroes of the Storm. But, they will never go that route for RTS games, because it doesn't make sense for the genre. To make a game F2P, you have to actually have something people would spend money on. Blizzard has gone on record saying they do not want to add any more skins for units in SC2, and what else could they even market?
Skill is relative.
y0su
Profile Blog Joined September 2011
Finland7871 Posts
October 13 2014 13:19 GMT
#5
I'm happy with them sticking to the business model they have in SC2. They're doing small things now with giving portraits for WCS twitch subs (and have had blizzcon portraits for a while). I just don't see them "selling portraits" to any meaningful extent. Ladder is already saturated with smurfs that I'd rather not have everyone just making new accounts at will.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
October 13 2014 13:38 GMT
#6
On October 13 2014 15:29 esReveR wrote:
Blizzard has two games using this model already.... Hearthstone and Heroes of the Storm. But, they will never go that route for RTS games, because it doesn't make sense for the genre. To make a game F2P, you have to actually have something people would spend money on. Blizzard has gone on record saying they do not want to add any more skins for units in SC2, and what else could they even market?

They'd add skins if people were willing to buy them. Why would they say no to more money?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
y0su
Profile Blog Joined September 2011
Finland7871 Posts
October 13 2014 13:41 GMT
#7
On October 13 2014 22:38 [UoN]Sentinel wrote:
Show nested quote +
On October 13 2014 15:29 esReveR wrote:
Blizzard has two games using this model already.... Hearthstone and Heroes of the Storm. But, they will never go that route for RTS games, because it doesn't make sense for the genre. To make a game F2P, you have to actually have something people would spend money on. Blizzard has gone on record saying they do not want to add any more skins for units in SC2, and what else could they even market?

They'd add skins if people were willing to buy them. Why would they say no to more money?

I think the problem with skins is a lot of people DON'T want to see them (especially for competitive reasons). It's a bit pointless if they are not universally enabled. Now portraits or decals are worth doing (and they are including some). However, you're not going to be able to make the game f2p on portrait sales...
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
October 13 2014 13:48 GMT
#8
On October 13 2014 22:41 y0su wrote:
Show nested quote +
On October 13 2014 22:38 [UoN]Sentinel wrote:
On October 13 2014 15:29 esReveR wrote:
Blizzard has two games using this model already.... Hearthstone and Heroes of the Storm. But, they will never go that route for RTS games, because it doesn't make sense for the genre. To make a game F2P, you have to actually have something people would spend money on. Blizzard has gone on record saying they do not want to add any more skins for units in SC2, and what else could they even market?

They'd add skins if people were willing to buy them. Why would they say no to more money?

I think the problem with skins is a lot of people DON'T want to see them (especially for competitive reasons). It's a bit pointless if they are not universally enabled. Now portraits or decals are worth doing (and they are including some). However, you're not going to be able to make the game f2p on portrait sales...

I think the reception of the worker hats was pretty positive. You can still tell it's a probe, even if there's a blue cone on top of it.
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