Switch Lights

The lights are on

How Microtransactions Are Bad For Gaming

Gamers who have been around for a few years won’t have a hard time remembering the heyday of arcades. Bring enough quarters, and the world was your oyster. Titles like Gauntlet were built to get as many of those quarters as possible. Your health ticked down. Food was hard to find. Monsters became more plentiful the longer you played. Gauntlet, and games like it, thrived because they were fun, but also because arcades needed the money they brought in. They were built to take your quarters. Whether we acknowledge it or not, microtransactions offer a return to a similar model. Like Gauntlet, some games manage to implement microtransactions that are additive on top of an already fun game. Other titles are built from the ground up to manipulate basic psychology and squeeze as much money as possible from a user, and that’s reason to worry. 

Before anyone cries foul, let’s be clear: Not every game with microtransactions is out to scam its users. In fact, I’ve encountered titles in recent years where small in-game purchases enhance an already quality experience. To highlight a recent winner, the first few weeks of Guild Wars 2 have been a revelation for many MMO players. Not only is it a full-featured game without a subscription fee, but its in-game store doesn’t feel exploitative. Additional cosmetic items let players express themselves above and beyond an already excellent array of free clothing and color options. The game offers ample inventory space, but gives you the option of buying additional slots. In short, Guild Wars 2 and games like it establish a functional and fun game in their own right, but give users the option to pay for individual features that are important to them. Players purchase additional items because they already love what they’re playing, and they want to customize or expand the experience into something they’ll enjoy even more.

Exploitative microtransactions are built around a different model. Some emerging design philosophies seem to be structured to elicit money over providing meaningful and entertaining experiences. That’s disturbing, both on ethical grounds and because of what it could mean for the future of gaming. 

Many core gamers scoff at the dangers of microtransaction-fueled social gaming because they know better. Better games are readily available, so why waste time on Farmville? However, that’s the problem. For many, these casual games are a first introduction to gaming, and the players don’t know any better. I may not be throwing money away to shorten how long I must wait before I can harvest crops in a Facebook game, but I’m not necessarily ecstatic about that little psychological ploy being put in front of my kid nephew.  

Moreover, many new mobile and social titles target small, susceptible populations for large percentages of their revenue. If ninety-five people all play a freemium game without spending money, but five people each pour $100 or more in to obtain virtual currency, the designer can break even. These five individuals are what the industry calls whales, and we tend not to be too concerned with how they’re being used in the equation. While the scale and potential financial ruin is of a different magnitude, a similar profitability model governs casino gambling, and that’s not a direction I’m happy to see trending in video games. 

So what? Parents should watch their kids more carefully, and people need to be more careful with their money, right? Beyond any ethical concerns, the metrics-led design that fuels these exploitative practices is a bad idea. In relative terms, gaming is still a young entertainment medium. The rules of design are being created and refined as we speak. Game design education, intuition, innovation, and thorough testing are the bedrocks on which the best games in history have been laid, and they should remain the foundation for the medium’s growth. In contrast, metrics-led game design shifts to a model where spreadsheets might determine the arc of upgrade advancement or the value of an in-game item. Under that style of game creation, microtransactions become a tool to get the most money out of a user rather than deliver a fun experience. For publicly traded game publishing companies, that’s a tough deal to turn down. And that’s exactly why we’re likely to see more, and not fewer, attempts to build games that way. The danger is that innovation may get left behind in the shuffle to capture gamer dollars, and existing mechanics will suffer under the drive to draw in some extra profit. Do we really want the difficulty curve of a game to be dictated by how much money we’re willing to spend?

Ultimately, game companies are concerned with making money, and it’s important that we don’t vilify them for fulfilling that purpose. Some microtransactions may cross a line by providing a subpar game built around using operant conditioning to farm its users. But can’t a similar argument be made against marketing and selling a full price $60 game to a player that isn’t any good? That’s certainly a sordid way to do business, but I think there’s a distinction, and it lies in the intent of the developer and publisher of the game. Once you’ve purchased a game through traditional means, it’s in the best interest of the game maker that you enjoy the product, so you’ll come back for more. The formula is flipped with a microtransaction model; if the game is too fun for free, why pay more money? We can hope that a game designer would make such a great game that people would be happy to pay additional money, and some game makers do just that. Unfortunately, numerous products on the market choose the easier path of relying on users with poor impulse control to bring in the money, even when the game itself is little more than a virtual Skinner box

For all my concerns about microtransactions, I’m hopeful. Though many casual games I’ve encountered utilize unfortunate psychological tricks against their users, there’s no denying how many new players have entered the fold in recent years, partially in thanks to those same game titles. An optimistic view finds those fledgling gamers slowly uncovering the wealth of great gaming experiences provided by other types of games. Ten years from now, many of those players could be sharing in the fun of great games built with entertainment in mind, and that’s great for the whole gaming community. The alternative is unpleasant; it finds an industry built on a mountain of 99-cent purchases, and games whose primary concern is making you add to the pile. 

Email the author , or follow on .

Comments
  • It's killing the industry. Why do i pay $60.00 for a game only to have to then buy DLC. I simply never buy DLC. I hate now how when a game is nearing release they start mentioning " New DLC coming next week for a game that comes out next week " Im over it.
  • Like everything else, the problem is that it gets used to excess by companies with more devious aims than simply earning a paycheck.

  • It is bad. And I agree, along with the mass casualization and dumbing down of video games in general, Day one DLC, and on disc DLC, it is the cancer killing the industry.
  • It's one of my least favorite things about owning an iPad at the moment. There are games that I absolutely enjoy playing on the new iPad, and then there are others that nickel and dime you to death and require you to make extra purchases just to make any sort of real progress in the game. It's a poor practice, and I feel bad for anyone who actually puts in the extra money just to make the game worth playing.
  • It really just kills my desire to play any game that really pushes you to do more by paying out. I don't understand how people can stand being gouged like that.

  • Nexon is the number one exploiter of microtranscations. Also number one with the crappiest customer support on earth. If you think EA is bad, you have never seen Nexon.
  • Also keep in mind how easy it is to spend small amounts of cash for things. That I find is one of the most dangerous ploys of mirco transactions and it is one of the reasons I am very hesitant to use any kind of credit card. It is amazing how you realize the cost of things when you physically have to hand the money over.

    Also, I think Matt hits the nail right on the head for me. Its not that I'm concerned with my ability to control my own spending, but I'm concerned over what it is going to push game development towards. I want game developers to continue making good cohesive products.

    Think about what this kind of business model would do to games that many would argue are art forms, like Bioshock or Uncharted or what have you. If I had to pay a few dollars for extra plasmids or to get more adam, that would cheapen the whole experience, not to mention how it would sour immersion.

    I just see a ton of problems and not a whole lot of good with this type of business model. I agree we shouldn't villify developers looking to make the most money possible, but where do we draw the line between being profitable and just being greedy?
  • Microtransactions are fine if its strictly on the side. It becomes problematic when its the main revenue stream and the whole game is designed around it.

  • I've been saying this for years now. The sad part is most gamers totally buy into it. Just look at the staggering amount of comments regarding MMORPG's. "If it was free to play I would try it" or "$14.99 is a rip off, I'm not paying a monthly fee for a game I already bought." All the while some of these people are just fine with shelling out $5 a week (or more) on some random free to play title. Not realizing they are actually spending more than they would on a subscription model per month.
  • I feel this way about Borderlands 2. I'm buying the game day 1, but I am NOT buying the DLC's which start releasing in a couple of weeks and I am NOT pre-ordering...this *** needs to stop
  • GW2 sucks
  • Good read.

    I think microtransactions are mostly a fad, similar to 3D and motion controls.  Arcades mostly went away because of smarter consumers.  Once in home console prices and games became reasonable it did not make sense to pump quarters into a machine.  I think many of the "new" gamers that have been introduced to the industry because of their phone or facebook will make a similar transition.  They will realize their money is better spent buying entire experiences over 1/600th of a game.  

    I suppose I should not call them a fad, as I dont expect them to ever go completely away.  However I think their popularity will dry up.  You will mostly have a few good microtransaction games but the quick cash in schemes will die off.  As consumers become more informed the support for the "crap" games will fade.  I think we have already seen the start of this with Zynga.  

  • thanks for this article it is really unfair how they charge 60$ for an unfinished game
  • Yeah, I'd say Guild Wars 2 has one of the best microtransactions systems I've seen. Everything, and I mean everything in the shop can be bought using ingame money.

    Plus none of the items in the cash shop will give anyone an advantage over another in PVP.
  • The microtransaction model used by League of Legends is really nice also; you can't pay for any ingame advantage, and you unlock heroes on an extremely regular basis (if you win one game a day, it's every 22 days).

  • Are you telling me that my 34 hats are actually bad? **BRAAAHHHH** Gaben!
  • Would you mind passing the blue jam?
  • NOT TRUE becasue in heven you play video games for free

  • The problem with microtransactions is that there will always be someone like me out there. Someone who refuses to purchase anything from a virtual store with real money.
1 2 3 4 Next