Hmmm, I can write about anything?
While I bide my time until the next KBO game, I have decided to write this blog post. I am going to be writing about something near and dear to my heart and something I believe will shape the future of a particular industry. That's right, I'm writing about video games again, but not with a very positive outlook this time around.
I'm going to discuss microtransactions. Yes, such a naughty word if you happen to be a gamer but if you are not, let me care to explain. Microtransactions are additional downloadable content for a game that you can access for a fee within the game, most often with real money. For example, a typical Fortnite skin costs 1,500 V-Bucks (the in-game currency). You can earn V-Bucks by playing a particular game mode in the game, which can take a prolonged period of time, or you can purchase V-Bucks. 100 V-Bucks is about the equivalent of $1, so 1,500 V-Bucks is $15. There are also more exclusive skins which cost 2,000 V-Bucks, or $20. However, Fortnite is a free video game, so minute costs like this every now-and-again aren't drastic, as well as the currency can be earned in-game.
Let's take a look at Rainbow Six: Siege, another popular game with microtransactions. Rainbow Six: Siege is currently retailing for $19.99 through the Ubisoft store (the developer and publisher of the game). There are three other editions of the game: deluxe edition, gold edition, and ultimate edition each retailing for $29.99, $54.99, and $89.99 respectively. Let's purchase the standard edition for $19.99 to save some money in the long run.
The game features operators who serve as the various playable characters. In total, there are 54 operators each with a cost attached to unlock them. In the game there are two forms of currency, renown and credits. You can earn renown for playing the game, about 250 per match (if you win) or you can purchase credits. You can get 600 credits for $5.00. The cheapest operators cost 5,000 renown to purchase, or about 20 wins that each earn 250 renown. A match can take anywhere between 10-30 minutes, which rounds out to about three and half hours of game-time to unlock a single operator. This doesn't sound too bad, until you realize you can only buy 12 operators for the price of 5,000 renown. Due to the game being constantly updated, new operators have been added at an increased cost to purchase, from all ranging between 10,000 and 30,000 renown each. I have over 150 hours in the game and I am still missing 12 operators.
Of course, you could take the easy way out and simply purchase the operators for cash. It'll cost you 1200 credits, or $10.00 to buy one operator, not to mention that each operator has unique attires that can also be purchased for in-game currency. You don't want to spend money on cool outfits? You can buy an 'alpha pack', which is a slot machine for items! Good luck you get what you want!
Still not convinced that this is not horrible? Rainbow Six: Siege is a skill based game that cannot simply be won based on the operators you have. It can give you an advantage, but never guarantee a victory. Games are always pushing the limit as to what they can give people who are willing to spend extra money on items in-game.
FromSoftware, the developers of the Dark Souls series are the front-runner in the correct way to create DLC (downloadable content). Each of their games usually has one to three DLC's, each costing $15-$20. However, this cost is not for a single character or a weapon. It adds hours upon hours of gameplay, enough to warrant a $20 purchase. I purchased the DLC for Dark Souls and spent about 12 hours in the area that the DLC added. I fought 3 DLC bosses and I feel as if I got my money's worth out of the DLC.
The first DLC ever to go on sale was in 2006 for The Elder Scrolls IV: Oblivion. Bethesda, the developers, sold cosmetic horse armor for $2.50 to begin testing the market reaction to DLC. Now, the industry is plagued with content hidden behind paywalls that should be up in the first place. Game developers are creating content for the main game, story intrinsic content, then putting a pricetag on it. It's downright greedy, but people continue to pay. Why?
You've heard the story of the kid who bought Fortnite skins on his mom's credit card, right? That's the problem. It's people who don't want to invest the time into a video game and would rather pay an extra $20 to be on equal footing as people who played the game normally. That's understandable right? People have jobs where they can't play games all the time and they just want to keep up with their friends. How is that fair to the people who put the time and effort in to reach this position naturally? It's not. So where do we draw the line? Do we draw the line at the developers and tell them to create game without as much of a grind, or do we cut off the paywall?
I don't think there is a right answer. Games are nickel-and-diming everything they can in their games nowadays, and it's only a matter of time before we have to put a quarter in a coin slot to be allowed to use a controller.