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Why microtransactions, IAPs and LootBoxes are here to stay thread

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    Article from a consultant who advises companies on the move towards GaaS/F2P(Gi.biz) - Interesting read, although nothing that new.

    With free-to-play clients, specifically those building PvP multiplayer games with core audiences, discussion on the design process often starts with a limitation on what we can and cannot design. The most common restriction they place on the design is that there should be no 'pay-to-win' mechanics, or that the game's monetization should be cosmetic only.
    But there's a problem with this assumption. The games that make billions from cosmetic-only economies typically only succeed because of the sheer numbers of players. On a per-user basis they actually have very poor monetization, relative to games that use more aggressive methods. This is because for a multiplayer game that is built from the ground-up to be about dominating other players, the proportion of the audience who are interested in self-expression via cosmetics is rather small.
    Free-to-play business plans and forecasts should be built around realistic, self-sustaining goals, not best-case scenarios. That means cosmetic-only economies should never be considered. This is a harsh reality, often shared by consultants with inexperienced teams. Sometimes developers mitigate this issue by going premium-plus-microtransactions. Sometimes they will place more emphasis on player-versus-environment mechanics where 'pay to win' isn't such an issue. Sometimes I work with them on innovating between cosmetic-only and pay-to-win, drawing on the best elements of both.

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      Parts of that sound fairly reasonable except for when you get to the end and notice he doesn't even remotely touch on the base requirement most of the success story titles have of having a baseline of quality to the gameplay. The games enjoy high numbers of players because they attract people at a gameplay level which is why you'll get many sink hundreds of hours in without ever paying any money into the game. It's no good having any discussion about cosmetics or pay to win etc if your base game is rubbish.

      Time they came up with a new rinsing concept as well, whilst they're not going anywhere there's a big whiff about that we're past peak monetisation era now. Huge money and the biggest titles are still giants but the fuss about Fortnite, PUBG etc has died down a fare bit now and the list of failures has become high profile with Division 2, Battlefield V, Anthem etc lining the hall of defeats.

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        Originally posted by Neon Ignition View Post
        It's no good having any discussion about cosmetics or pay to win etc if your base game is rubbish.
        Didn't seem to stop that ****e Elder Scrolls mobile game.

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          This is a good one, from DOA6: pay to change your hair colour, but if you don't like it, pay to change it back again. What will those crazy capitalist cats think of next!

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            Some game companies deserve to go out of buisness.

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              Isn't DOA the franchise that has like £1000 worth of cosmetic DLC? They know how to take the piss.

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                Completely not a surprise. DOA6 always felt like a cheap effort to revitalise dwindling DOA5 DLC sales. A studio that's long past its shelf life.

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                  Originally posted by Neon Ignition View Post
                  he doesn't even remotely touch on the base requirement most of the success story titles have of having a baseline of quality to the gameplay.
                  That's because in the freemium space, this isn't necessarily true. Many of those games by most measures are not good videogames, but they are still successful.

                  Similarly, even if the games are good, doesn't mean they'll do well. Tribes Ascend got a 10/10 from Eurogamer, but it nearly bankrupted HiRez.

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                    DOA has grown into a franchise about dressing up 'dolls' and perving on them, with a fighting game tacked on. They know their market. Its not free to produce all this cosmetic DLC so it must sell.

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                      Sounds like DOA has its knockers, but some people must like it.

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                        Video game companies avoid predatory Loot Boxes being defined as gambling on the technicality items received can't be redeemed for money despite clearly being gambling otherwise. Update the Gambling Act to include purchases providing randomized digital items even if they do not have monetary value.

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                          Signed and shared

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                            Signed. However i can guarantee more than one politician has stakes in companies making a fortune for this, so wont go up for debate.

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                              In an effort to appease consumers and governments (without pissing off publishers and developers too much), the ESRB will introduce a new label, below the age rating, stating the game contains "In-Game Purchases (Includes Random Items)".

                              Introducing a New Interactive Element: In-Game Purchases (Includes Random Items). This is when a game allows users to purchase additional items within the game


                              Must have taken the brain power of the whole ESRB to come up with such a solution.

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                                There you go people, its ok for kids to gamble 🤷

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