It should come as no surprise to anyone that I have issues with the way
monetization is happening in the large-scale games industry now. I am
completely on the side against micro-transactions and loot-boxes in games. I
may tolerate them in free to play games, and I will not deny the fact that I
have spent money on some of these free to play games, but I despise them in
games you do have to pay for. I had a personal policy of never buying a game
that had either of these practices in them. I would actively avoid them
regardless of how good the base game might have been because to me, once you
put a monetary value on the game, ask players to pay for a game in order to
play it, that should be it. I am happy to look the other way when it comes to
post launch content. I have no issue paying for DLC if I personally feel the
DLC is worth the price (you will have to do a lot to convince me a single map
should be worth $10 for example). Nevertheless, there is a difference when it
comes to micro-transactions. Because it's not paying a few dollars for more
content, it's paying a few bucks for in game coins to help you get in game
content, be it a up front charge as a way of avoiding grinding in the game, or
a loot-box, where you're paying for the chance to get the thing you actually
want. Either way, it is never "one and done". Crash Team Racing:
Nitro Fuelled though has broken this rule, not because of choice, but because
of a new practice that Activision started doing relatively recently, post
launch micro-transactions. So with that, allow me a moment of your time to rip
these mechanics and implementations a new one.
So, to put my position with Crash into a complete context. I picked up the
Switch version Crash Team Racing launch day; it was a game I planned to run at
the 2019 Tech Games Fest to... mixed opinions. Did not catch the same crowd as
Mario Kart did. As of the day before this gets published, I have updated the
game to view the current Pit stop shop (the in game marketplace), and while the
prices have been raised to a few thousand (from what I've seen), the ability to
purchase the in game currency with real money is not available in the Nintendo
Switch version of the game, and the eShop. I am not saying that they are not in
the Switch version of the game; I just have not been able to see them. The
current price for the regular Switch version (not the deluxe edition) is around
$60-$70 AUD, depending on where you buy it. I know it's on the PS4 version, the
website though is having display issues at the moment, so I can't get those
prices, but based on the prices in the UK, it isn’t cheap, with reports coming
out that (proportionate to the release price of the game) transactions costing
close to a quarter of the game's prices. From other games I have seen and
played (at least on mobile), I am not surprised by that, as some
"micro-transactions" can cost upward of a few hundred dollars.
*It should be noted that after writing this, I did get the PSN prices,
$3.75, $7.55 and then $14.95, which roughly lines up with the UK prices, in
terms of cost to buy compared to cost of game. I'm also seeing reports of them
being in the Switch version, but I am still unable to find them*
One of the big things that piss me off when it comes to this is the
implementation into the game, and other recent Activision games like last
year's Call of Duty. Post launch implementation. Many people have been making a
note of the implementation of micro-transactions in games lately, ever since
EA's disaster that was Star Wars Battlefront 2... the new one. One thing that
the ESRB tried to implement was labels on boxes showing that the game contains
in game purchases. While I am personally not a fan of this because I have seen firsthand
how little people care about those ratings at times, it was something that would
help protect publishers from government regulation. Doing this comes off as a
big middle finger to the system (and I use that one over the Australian
classification board because let us be honest here, which country would hit
them harder if they were removed?) that is meant to protect them. I would say
how greedy do you need to be, but this is the same system that thinks that
Super Hyper Supreme, $3-400 collectors editions, season pass, expensive DLC
outside of the season pass, pre order bonuses, sponsorship deals, tax re-baits,
and more on top of the micro-transactions isn't enough money to be made (to
which I say "Maybe stop filling our console hard drives with uncompressed
graphics at ridiculous resolutions, that might help bring the budget
down".
The other thing with the post launch implementation is that we have clear-cut
sources of how much these types of mechanics diminish games, regardless of the
"it's just cosmetic" bullshit. Before the patch, the games shop
allowed you to purchase characters, karts and other cosmetic items for
reasonable prices, a few hundred coins, maybe a thousand at most. After the
announcement, I have seen character packs go for almost 10,000 coins now
("on sale" mind you), and when I went to check the store earlier, I
saw similar items go for 3-4k coins. That is the problem with these types of
systems, systems that telling people the odds of randomized loot will not help
solve. It is a rigged system that can be changed as needed to try to push more
and more players into paying for the game. They may claim it is optional, but
the systems are designed to make the options as biased as possible.
While I can tolerate it in phone games, due to the nature of the market now,
no one is willing to just buy a game there. It's something that I wish would
leave, especially in the AAA industry because claiming these systems help make
the game a "Live service" means nothing, especially when some of the
games like the sports games and Call of Duty are yearly releases, the items you
earn in the games will mean nothing by the time the next game comes out because
of the fact that you can't even transfer them to the new games, let alone be
able to sell them (because that would push these mechanics from being barely
legal to outright illegal). No matter what way you look at these types of
things, the fact that these systems are this close to being considered gambling
should make you sick, yet people look the other way because "It's just
cosmetic", "I don't need to spend money, and I’ll just grind for it".
There are reports of kids being bullied because they are using default skins in
Fortnite, and companies have released earning reports that show that these
systems are making up more than 50% of their total revenue. How do those
arguments still stand?
I may end up doing a follow up to this, but there is only one thing I need
to say to close this out. I have not heard one valid, genuine argument to keep
these mechanics in games. The best I have heard is supporting the developers,
and while that may be true for phone games and indie games, it is not true for
the AAA scene. That money goes to the publishers, to the higher ups as bonuses.
If anyone can give me a strong, unquestionable reason to keep them in, I will
change my mind on the matter. However, until then, this system is doing more
harm than good.
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