You know what? It's
time. For the sake of everyone involved, I'm calling it. It's time
to shit-can micro-transactions. They were interesting at first,
then funny, then annoying. But now, they exist only to infuriate and divide us, and it's time for
them to go away. Micro-transactions are the hybrid offspring of a
pyramid scheme and Donald Trump's presidential campaign.
I understand how they came to be, and I understand what they intend
to do. In theory, it should be
great to play a game before deciding if you want to invest
money into it. I understand that it's also supposed to be in the best
interest of the consumer to decide how much money they want to spend
playing a game. And the free to play, micro-transaction model is a
decent barrier against piracy. These should be good things! And
yet, all they've accomplished is separating lonely, rich, or stupid people
from their money to chase extemporaneous bullshit.
By
continuing to buy
into this trend we're supporting a money vacuum that's only
interested in the art of game-making as it pertains to manipulating people- those with lots of expendable income, problems with addictions, or incapable of understanding the concept of money, to click away billions of dollars to play with a Skinner box.
If you love video games, you should care. That money could be used to finance developers who want to create meaningful digital experiences, instead of repetitive activities that either increase or decrease in difficulty depending on the number of dollars you want to throw at them.
If you love video games, you should care. That money could be used to finance developers who want to create meaningful digital experiences, instead of repetitive activities that either increase or decrease in difficulty depending on the number of dollars you want to throw at them.
The first thing we
have to realize is that there are things that freemium games simply
can't do. First, they can't surprise you. How can they? You're
paying a dollar at a time because you know exactly what it is you're
paying for. And that's important. Would Ocarina of Time be
as great if it was sold to you an hour at a time? No. You want to
have adventures because you know that once you've completed them,
you're entitled to the satisfaction that comes with overcoming
obstacles. Can you really be
happy with winning a game if the strategy involved handing over real,
actual money whenever you were stumped? The
notion of a rewarding challenge
vanishes when you simply pay to turn down or completely erase the
difficulty level.
Best case scenario, the challenge comes from trying to complete the game without paying, something that every game company has to consider the worst case scenario.
Best case scenario, the challenge comes from trying to complete the game without paying, something that every game company has to consider the worst case scenario.
They can't develop a narrative, or, more accurately, they can't do it without people feeling completely scorned. "Want to see if Guybrush Threepwood becomes a pirate? Only three more dollars!"
And
that's just the single-player games. When you add MT's to
multiplayer games, you're venturing into even more frustrating
territory. Why bother playing against others, when the strategy of the
game boils down to “spend more than the other person.”
What
if this was applied to chess? Who
the hell wants to play a chess
game where you're
playing 16 pawns against 16 queens because the person at the other
end of the board gave twenty more dollars to the game creator than
you did?
That's what's really at stake here. If you want to keep playing games, then, like developers or publishers, you depend on other people to play and buy games. And all the free to play, pay to win model will do is scorn people away from an industry that's on the verge of something awesome.
Look, from the very little I understand about game development, I can't say that a freemium game is easier to make than other types, but by common sense, I feel pretty confident when I say that putting
together a game that's thematically interesting, mechanically
balanced, and emotionally satisfying is a lot more difficult than, say, not doing that. Were I in the
position of the game developer, I would want a system that makes it
easier to make money for less work. But that can't be what we are here for.
Look, I understand that for many people, the goofy games on your phone are simply meant to be time killers. That's awesome. But there's no reason that we shouldn't want our time killers to be better, and they won't be- unless we understand what it is that we're investing our time and money into. It's possible to have great experiences with games of every single genre, but it means taking risks and thinking about gaming from the standpoint of an artist, or a gamer. Microtransactions, I would bet a huge amount of money on, were the brainchild of an accountant, and making art solely from the perspective of making money never goes well. Ask this guy.
Look, I understand that for many people, the goofy games on your phone are simply meant to be time killers. That's awesome. But there's no reason that we shouldn't want our time killers to be better, and they won't be- unless we understand what it is that we're investing our time and money into. It's possible to have great experiences with games of every single genre, but it means taking risks and thinking about gaming from the standpoint of an artist, or a gamer. Microtransactions, I would bet a huge amount of money on, were the brainchild of an accountant, and making art solely from the perspective of making money never goes well. Ask this guy.
Furthermore, freemium
games never end. This
may sound like a small complaint, but hear me out. The reason that
we saw such awesome transitions between games during the first two
decades or so of the medium is, put very simply, after a game was released, the people who worked on it started working on something different. But the micro-transaction model is meant for you to spend perpetually; the only incentive to end the game is to manage costs. When people get bored and want to move on, then we can innovate. Until then, they give us real money for a non-existent currency, and the cycle continues.
This simply will not sustain, long term. If we keep capping creativity for the sake of extending the profits, people will see through the gimmicks and start doing different things, like exercising, and fuck that.
This simply will not sustain, long term. If we keep capping creativity for the sake of extending the profits, people will see through the gimmicks and start doing different things, like exercising, and fuck that.
Inevitably,
this will go away. Some crazy ass developer will take a
gamble and produce an absolutely awesome mobile game- one that people
want to play for reasons other than psychological manipulation- and
it will change everything. This
will work- people already spend 22 billion dollars every year, the
vast majority of which is payment for additional content on free
games. But when people who only got into games to waste time see the
Android equivalent
of Half-Life, there
will be an awesome new shift towards innovative games- games with
puzzles that require actual thought and skill, not a set amount of time or a
credit card number. You'll see games get sold based on the
personification of their characters again. You'll see interesting
themes. You'll see fascinating stories. You'll see people start
playing games, things you love and relate to, for reasons other than
the time they saw Kate Upton on
a commercial.
You'll
finally see what a completely interactive touch-screen controller can
do when it's attached to the display. You'll
see people playing demos of games, and then depending on the outcome
of a demo, and then either buy a game, or
take a pass. I can't fucking wait.
Sam lives in Austin, TX, and is still bitter about his addiction to Farmville. Follow him on Twitter or email him at swellbo@gmail.com
Sam lives in Austin, TX, and is still bitter about his addiction to Farmville. Follow him on Twitter or email him at swellbo@gmail.com
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