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Will Micro-transactions replace DRM at the top of the “Things we Hate” List?

champions_online_splash.jpg{sidebar id=3}{sidebar id=1}In a recent interview with Bill Roper of Cryptic Studios, Ten Ton Hammer discusses the micro-transaction business model for Champions Online. Mr. Roper explains that micro-transactions are not the core of the game's business model and that the game is not "based" on micro-transactions.

However, Champions Online has many ideas for micro-transactions including ways to purchase many items that are fun, cosmetic and maintenance based.  Roper explains how the Western world has already embraced micro-transactions in the form of games like Rock Band and World of Warcraft.

At the beginning of the interview, Roper's first example is the game of Rock Band, which he states is "based wholly on micro-transactions."  He goes on to explain that you buy the game and then you buy the different peripherals and equipment.  The problem with this argument is that buying physical equipment in order to play a game is not a micro-transaction.

Rock Band and other Guitar Hero type games function on constant content, he is right about that.  However, they function more on the typical expansion business model.  Expansions have been around ever since video games have been around.  For the most part, Americans enjoy buying content in large chunks not because it has always been done that way but because a large dose of content is more exciting.

The next example that Roper explains is World of Warcraft.  He argues that purchasing the movement of a character from one realm to another is the same thing as a micro-transaction.  After that, Roper argues that the trading card game is nothing more than additional micro-transactions.

In this situation, purchasing a character transfer is not a micro-transaction.  You are paying for a chance to restart your character's life on a different server, often times to play with real life friends.  Additionally, the trading card game acts more like a lottery than a micro-transaction because you are not actually purchasing anything.  You are purchasing cards that belong to a Magic the Gathering style card game that has a chance at a completely cosmetic yet in demand item.  Since there is no guarantee of which item you will be purchasing, in essence; you are taking a gamble.

You might as well spin the Wheel of Fortune or throw some dice because you have the exact same chance at winning those games as you do getting your item of choice.

The textbook definition of a micro-transaction is a minor purchase that trades real-life money for in game items that either save time or add functionality.  For example, in some Korean-based games you can purchase experience potions, leveling gear, and companion pets.  These types of purchases are always small in nature but trade real-life currency for in game currency.  Yet in most mainstream games, the purchase of in game currency is illegal.

Towards the end of the interview, the fact of some purchases being able to be procured via in game methods is finally revealed.  This should be a red flag to any gamer that although the original intentions may be to provide cosmetic upgrades for those that wish to spend five dollars here and there.  You must ask yourself, "When this happens will you be ready to open up your wallet and let another company bleed your bank account dry?"

After all the arguments are mostly exhausted, Roper begins to grasp at straws, citing things such as iTunes and Amazon as micro-transactions.  When you purchase a song from Apple iTunes, you are paying for the time that it took the artist to create the song for you to enjoy.  Furthermore, an Amazon purchase is not even close to a micro-transaction.  Buying things from Amazon.com is nothing more than a virtual trip to the local shopping mall.

Have you ever been able to spend two dollars at Amazon.com?

The most frightening details came in the form of the following statement.

"The way I look at it, from a player's standpoint, there are certain things I've wanted in MMOs where I'm like, "man, I really should get that item." I know that if I was part of a big giant guild and we did raids over and over again, and I got on the list that maybe I'm going to get that item. And it's not even because that item has a gameplay effect; it's that cool mount, or that cool pet that is a super rare drop or that kind of thing. I don't have that kind of gaming time, and I'm not part of a big giant guild so it would be tougher to get some of those kinds of things too. But if I had the opportunity to get something that was similar or something that I felt was equally cool, so not even necessarily the exact same thing, I might say, "Oh cool, I'm going to buy this cool pet for myself." I don't think that negates from the enjoyment of my game, or the enjoyment other people have with their game because they're going to be getting stuff that's equally as cool if not cooler by playing, but they didn't have to spend any money on it."

Do you see the bait and switch in that statement?  The topic starts out talking about the ability to buy shiny new epic gear for a price but then switches to purchasing a pet.  Yes, Mr. Roper, speaking as casual disabled gamers, being able to purchase an item that is similar or equally cool to something that someone had to spend 80 hours to acquire for $7.50, does negate from someone's enjoyment.

Video games have always stood for a different kind of equalizer; an environment where having more time is equal to or better than having money.  In the real world, whoever has the most money wins but in video games, whoever has the most skill and time can win.

And that brings us to our final question.  Everyone hates DRM because of the shady business practices behind the software, the way it penalizes those who purchase a title versus those who pirate it, and most of all because of the way it allows the game company to control how and when we play a video game we purchased legally.

What is worse, a situation where the game that you buy is full of software that controls your style of play or a game company that allows gamers to buy their way into a game?

We propose that micro-transactions can be more damaging if implemented poorly than DRM.  From the possibilities of overspending and breaking budgets to devaluating of in game achievements, micro-transactions are changing the way we perceive games.  The only cost attributed to a game should be the purchase of the game and any subscription fees, not an additional dollar for each item included with your game.

 

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0 #7 COMMENT_TITLE_R E Will Micro-transacti ons replace DRM at the top of the “Things we Hate” List?Mark 2009-07-27 22:44
Great comments from everyone. I see this is a topic we need to keep an eye on.
 
 
0 #6 COMMENT_TITLE_R E Will Micro-transacti ons replace DRM at the top of the “Things we Hate” List?crunchyfrog555 2009-07-27 07:50
First, to deal with Mr Roper's comments.

Thankfully, his arguments are as poorly made as his grasp of English grammar, so thankfully this SHOULD count some way into it not being taken seriously in the slightest.

Secondly, as far as micro-transacti ons go, I can see this going one way only. As far as I'm aware, there are some Korean/Asian games (maybe more) which have successfully implemented nice little micro-transacti ons (which, let's face it, are usually personal tweaks), and I see this as a blessing. It makes the experience more individual or personal, and as such aesthetic tweaks are pretty easy to code, the costs is reflected in this; in short, everybody's happy.

However, I'm sad to say that here in the capitalist west (especially, the UK), greed will tarnish the whole concept of micro-transacti ons. I can see the worst case scenario being a game which is sold with most of it's better content stripped out, and later farmed as micro-transacti ons. Or, maybe, we'll just see a ton of rubbish being churned out (a bit like those stupid Gamerpics that MS love charging top dollar for) to fleece us game lovers as much as poss.

Inevitably, such a thing would end up with the more altruistic developers being lost in the crowd, and eventually, "micro-transacti ons" would become something of a curse and then hardly used.

But, the most probable outcome is like that of Xbox Live - some of the initial micro-transacti ons (such as those costume "unlocks" in Dead Rising which were already on the game disc, and what you were getting was just an unlock "key") were pretty crap and/or greedy (Oblivion Horse Armour, anyone?). But, thankfully, it seems to have settled down somewhat these days. Indeed, only recently I've managed to fill both hard drives on my 360 and PS3 with downloadable, smaller-priced games, so they must be doing something right for me?

So, let the greedy ones mess it up for themselves (like EA have such applomb in doing), and eventually it'll settle down ... hopefully.
 
 
0 #5 COMMENT_TITLE_R E Will Micro-transacti ons replace DRM at the top of the “Things we Hate” List?CariWoW 2009-07-26 21:58
Actually, I don't think Blizzard will do anything about multi-boxing, unless it involves using technology to turn one key press into several actions(ie macros on a gamepad). Blizzard has repeatedly said that as long as one keypress results in one action, it is legal.
Additionally, would you anger someone who pays you $75 a month?
 
 
0 #4 COMMENT_TITLE_R E Will Micro-transacti ons replace DRM at the top of the “Things we Hate” List?ck 2009-07-26 16:36
None of WoW's paid services give players an advantage in game play (they're all aesthetic benefits, of the rare/flavor of the month nature). The only "legal" way to tip game balance using cash in WoW is to multi-box (control multiple accounts with 1 keyboard). Naturally, this is already being contested by players, and IMO if this trend increases blizzard will most likely step in to do something about it.

This is a big difference compared to Micro-transacti ons in other MMOs, where the cash nets players game play advantages otherwise unavailable (or at a cost of time or in-game money). (Relatively more) Careful game balance is why WoW is more popular than all the other MMORPGs out there.
 
 
0 #3 COMMENT_TITLE_R E Will Micro-transacti ons replace DRM at the top of the “Things we Hate” List?ck 2009-07-26 16:33
None of WoW's paid services give players an advantage in game play (they're all aesthetic benefits, of the rare/flavor of the month nature). The only "legal" way to tip game balance using cash in WoW is to multi-box (control multiple accounts with 1 keyboard). Naturally, this is already being contested by players, and IMO if this trend increases blizzard will most likely step in to do something about it.

This is a big difference compared to Micro-transacti ons in other MMOs, where the cash nets players game play advantages otherwise unavailable (or at a cost of time or in-game money). (Relatively more) Careful game balance is why WoW is more popular than all the other MMORPGs out there.
 
 
0 #2 COMMENT_TITLE_R E Will Micro-transacti ons replace DRM at the top of the “Things we Hate” List?Mark 2009-07-25 13:36
Yah, sadly the Western World does not get the point with Micro-transacti ons, you GIVE THE GAME AWAY, and charge us a little here and there. The US way is to charge $59 for the game, and lots of money to play it.
 
 
0 #1 COMMENT_TITLE_R E Will Micro-transacti ons replace DRM at the top of the “Things we Hate” List?1armbandit 2009-07-25 06:06
Sad to say micro-transacti ons are a growing trend. All game companies found out they can make lot of money off it. On the bright side I have seen that some are now limiting how much you can spend each month. I wish micro-transacti ons would stop but there are to many people willing to spend money. I was going play Champions Online but now I'm not to sure. I don't have much respect for Bill Roper and the way he views the matter.