Microtransactions in Video Games Are Not Inherently Bad



A microtransaction is a transaction that a player can make from within a game. Originally, they were mostly found in free mobile games. Now, they can be found in almost any game with an online component. These purchases can allow players of the game to buy things to improve their gaming experience. This can include cosmetic features, such as costumes or emotes. It can also make the player stronger by granting them better weapons, or allowing them to play more often in the case of games that have an energy bar. However, the most controversial form of these microtransactions is that of loot boxes. Loot boxes, when purchased, will give you a random item in the game. Usually you have no influence over what you get in those loot boxes. Many gamers are against microtransactions because they can be unfair an promote gambling.

I don’t think microtransactions or loot boxes are a bad thing for games. The main reason is that the money is more support for developers. As consoles have gotten more powerful and graphics reach new heights, games get more and more expensive to make. Team sizes have also been increasing. The first halo game was made by a team of around 30 developers. Games today will have teams numbering in the hundreds. More people need to get paid now. Yet despite, the increasing cost of producing games, the buying price of games has stayed stagnant. Games have and still go for $60 at the most. Microtransactions are how developers make up this difference. You don’t have to buy microtransactions, but those who do support developers a little more.

Another way microtransactions help is for ongoing games. Games like Overwatch and Fortnite, despite releasing long ago, still release new content for free. They keep their game fresh for players that have been playing every since they first released. When asked for his opinion on loot boxes and microtransactions, the lead designer on Overwatch, Jeff Kaplan, said that “loot boxes allow our game to remain a profit so that we can keep delivering new content to our players”. These days, games are having longer lifetimes. This wouldn’t be sustainable if not for the support of microtransactions. This is especially true of free games, where most if not all of their money comes from these microtransactions.

While many players shun the presence of microtransactions, they aren’t forced to buy them. They can ignore them if need be. But there are players who do want to spend their money on extra items in game. By including microtransactions, you give players the choice of whether they want to spend their money or not. You can provide them with additional content that they may not have had otherwise. Many argue that they shouldn’t pay full price for a game and then be locked out of content unless they pay more. However, due to the added cost of said content, it likely wouldn’t exist if there weren’t microtransactions to support them.

Another area that microtransactions can help in is time. As an example, Brave Frontier is a free mobile game for IOS and Android. You summoned units to fight alongside you and each action you did in the game cost energy. You could purchase gems, a currency that you could use to have a better chance of summoning good units or refill your energy. When I played this game, it wasn’t too hard to get gems without paying money. I typically had really good units to fight with and felt like I was caught up with the game power-wise. But the reason for that is that I was always playing the game. Whether I was in class or doing homework, I always had the game running on my phone so that I could make good use of the energy I had. But not everyone has that amount of time. A game like Brave Frontier can be very grindy and if you don’t have the amount of time needed to really play it and progress, you’ll fall behind really quickly. However, by being able to purchase gems, you allow those players who don’t have a lot of time to play, to keep up with others. The game is being opened to a wider audience of people who may have turned away if they didn’t have the opportunity to progress faster.

The biggest problem that this presents for people is that it promotes gambling. In fact, Belgium has recently put a ban on loot boxes in games for this very reason. While gambling is a problem, removing loot boxes from games will just be removing one method of gambling. Someone could easily go gamble their money away elsewhere. In the cases of kids using up a bunch of their parents’ money on loot boxes, parents should be keeping a closer eye on their spending habits. The gambling aspect can be an issue, but I don’t think it’s an issue that is solely reliant on the game’s choice to include microtransactions. It’s a sign of broader issues that may be occurring outside of the game.

Another problem people have is that it can make games unfair. Some games are described as Pay to Win because the people who spend money on the game are always at the top of the leaderboards. Admittedly, this isn’t a good thing as it discourages free players from putting more time into the game if they’re just going to be outclassed anyway. Pay to Win comes as a result of bad design. While there are a few games that are notable for this, not all games suffer from this. The presence of microtransactions doesn’t necessarily cause a game to be Pay to Win, especially if they’re purely cosmetic.

While controversial, microtransactions are not a bad thing to have in games. Many developers are capable of adding microtransactions to the game without ruining the game for the players involved. Games like Overwatch and the ever popular Fortnite do just this, and are still able to create remarkable gaming experiences for their large player bases.

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  1. This comment has been removed by the author.

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  2. I agree with the writer’s statement that micro transactions are not inherently bad as it is a source of revenue, since costs have increased exponentially over time. However, I disagree that loot boxes shouldn’t be ban as it is a source of revenue for gaming developers and that removing loot boxes is just removing one form of gambling. Sure, games can be extremely addictive. Yet, there is no correlation between gamers being gamblers. Gamers do not purchase loot boxes for the sake for chasing the emotional feeling gambling provides. Rather, most gamers desire the loot boxes because there is the option to unlock gear that is exotic and prestigious. Additionally, loot boxes do promote gambling and gamers have a wide demographic with a young audience. As a result, the younger audience is more susceptible to loot boxes and thus the example of children stealing their parent’s money for loot boxes. Hence it is not a broader issue, rather loot boxes are an introduction to gambling. Loot boxes should not exist and should be replaced with pure in game purchases such as purchasing cosmetics of characters to support gamers to earn profit to produce new content and free games.
    Additionally, I disagree that Pay to Win is a result of bad design or it saves time. To follow with the example you have given, Brave Frontier, the game essentially is designed with a pay to win system and saving time is just the excuse. This is because the game is designed in the way, that both dedicated players or casual players must purchase gems in order to outrank other players by saving time. Since dedicated gamers will run out of energy, they must buy gems or in this case time to gain the upper edge. Or casual gamers must purchase the gems or time in order to catch up with other players. The game could’ve either been designed to reduce the grinding experience or increase the energy units, hence minimize the impact of purchasing gems or time in this case. Articles have even demonstrated that some players may spend hundreds of dollars to play to get ahead of other players.
    Lastly, micro transactions which allow players to gain leverage on others by strengthening their character through the purchase of better equipment is inherently unfair. This is not bad design, rather it is calculated. Other players will feel they are cheated on by the gaming company and have the urge and need to purchase the equipment to strengthen their own character to even out the playing field.
    In summary, I believe that micro transactions are not inherently bad if it is for cosmetics as the writer has mentioned. However, many new developers have enjoyed the regularity culture of micro transactions and exploit it, with loot boxes, pay to win excuses and unfair playing field. Thus, there should be an unspoken culture in the gaming industry, to only focus on cosmetics which is not the case as of the current situation.

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  3. As a fan of free-to-play (F2P) games, I can agree with a lot of the points you make here. I have participated in microtransactions (MTX), and to this day I do not feel cheated by it or forced to make them. In this way, I believe that the MTX business model is effective, but efficacy is not equivalent to ethics. Following this train of thought, while MTXs do provide game developers with the money they need to continue their practice, the business model itself comes from a unethical standpoint.

    To understand why it is an unfair business model, consider why people participate in them to begin with--to save time. You correctly identify this in your post, but I disagree that MTXs are the solution to marry game development funding and player satisfaction.

    What MTXs do is put gamers who are willing to lay down money at an advantage over players who are not willing to do so. Even with strictly cosmetic-based MTXs, gamers who spend money on MTX are put at a "social" advantage over others. You mention Fortnite as one of the games that run with a cosmetic-based MTX system, but its model is actually causing tension among pre-teen Fortnite players. The word "default" is sometimes used as a derogatory term for players who are "bad" at Fortnite, in reference to the "default" skin of the player.

    You mention later that “pay-to-win” games are a result of bad game design, but I disagree with this as well. Unpopular pay-to-win games are due to bad game design; however, popular play-to-win games are examples of exemplary game design. Popular pay-to-win games foster environments for players of all experience levels, and that's why I love and hate Hearthstone at the same time. I started playing Hearthstone the same time as my brother 5 years ago, but he slowly started to rank higher every month. He was able to do this because he started to construct stronger decks than me because he purchased card packs to increase his chances of getting rare and powerful cards. Even though we invested the same amount of time, my brothers power threshold was higher than mine because he could afford to invest real money to ramp up his game, whereas I was stuck in lower tiers just because I wasn't paying money. I would say my brother and I are comparable in terms of skill, as we started at the same time and generally follow the same Hearthstone podcasts and Twitch streamers, but because his resources are so much more bountiful than mine in real life, that translated to his in-game resources to be more so than mine as well.

    Earlier I mentioned I didn't feel cheated by the microtransition model, but that's because I knew from the get-go that the system was unfair to gamers. I conceded to it a couple times because I don't like being picked on by my older brother, who is employed full-time, and has the money to spend in order to stay updated with the Hearthstone meta-game. I can beat him sometimes when luck is on my side, but his win-loss ratio is way better than mine, and is it because he has more money? Probably.

    In essence, power shouldn't be bought; rather, in-game status should be determined by time-investment and skill, and this fairness is diluted whenever MTXs are present.

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