Let's revise the mtx model for it to make sense to everyone

Oct 26, 2017
1,157
#1
How can we make microtransactions a viable feature of games of the future without diminishing quality while at the same time ensuring a good ROI for the companies that make games?

Let's put our heads together. What would it take for mtx to be considered a normal feature of gaming in as much as mechanics or graphics are to you?

Some arguments for:
1.
If microtransactions are part of the initial planning, they have a better chance of making sense in the game world without taking away from the fun or original vision.

2.
Supplementary revenue post unit sales could be good for the continuity of the series

3.
Added immersion for players willing to expand the game's standard offerings

4.
If done well, give a competitive edge (but never an advantage) to players who would otherwise need to sink in more hours than they would like to

Some arguments against:

1.
Tacking these on certain games might mean the team revisiting their original video, risking releasing a broken mess that prints money but is potentially not as enjoyable

2.
Enhances corporate greed and leads to ludicrous scenarios wherein positive growth is not enough to keep staff, but exponential positive growth potentially is

3.
 
Feb 2, 2018
2,337
#2
1) Keep all microtransactions cosmetic or superficial

2) Reveal all lootbox percentages in game

Seriously if they can get these things right I won't complain about them anymore. They've broken me.

Also I know they are a hot topic but I don't mind the early access monetary schemes and collectors editions scams. Have some self control lol.
 
#3
1) Keep all microtransactions cosmetic or superficial

2) Reveal all lootbox percentages in game

Seriously if they can get these things right I won't complain about them anymore. They've broken me.

Also I know they are a hot topic but I don't mind the early access monetary schemes and collectors editions scams. Have some self control lol.
I agree, but I'd like to add 3) Remove the potential for duplicates.
 
Oct 27, 2017
4,157
#4
i think the standard has already been set more or less... stick with cosmetics and completely optional stuff, don't give an unfair advantage, ect.
 
#5
1) Only available in free-to-play games.
2) Only in the form of aesthetics that don't affect gameplay.
3) Include disclosure on loot odds that includes "$X reached = guaranteed top tier drop" if you run unlucky as to not induce whale-hunting.
4) Include a system that fairly offers value on duplicates.

Aka never going to happen.
 
Feb 20, 2019
366
Australia
#8
1) Only available in free-to-play games.
2) Only in the form of aesthetics that don't affect gameplay.
3) Include disclosure on loot odds that includes "$X reached = guaranteed top tier drop" if you run unlucky as to not induce whale-hunting.
4) Include a system that fairly offers value on duplicates.

Aka never going to happen.
This, basically. It won't happen because companies have no reason to since they can obviously get away with a lot more. I will never not dock points from a paid game for having microtransactions, doubly so if it's loot boxes. In F2P games I'm perfectly fine with reasonably priced *MICRO* transactions and I have spent a lot of money on them myself since I tend to play a lot of F2P games. Real money Loot Boxes, on the other hand, I will never be okay with as someone who has an addictive personality disorder and has been addicted to loot boxes (and other forms of gambling) in the past.

If a game is 1. Free to play and 2. Has only cosmetics that are only buyable directly with no separate currency; then I will happily buy stuff as cosmetics are a big part of games for me.
 
Oct 28, 2017
2,596
#9
- Stick with cosmetics.
- The more rare the items are, the more flashy effects it has.
- Everything must be unlockable without needing to spend a dime --- unless it's intended to be limited like from a merchandise.
- Item can be unlocked in 2 ways --- loot box (cheaper but practically gambling) or direct purchase (pricier but you get what you want).
 
Oct 27, 2017
1,338
São Paulo
#10
- Killing loot boxes: randomness and expectation are hugely addictive.
- Remove grind to get normal currency - players should not suffer to play a game.
- You can make mtx items exclusive, as long as they don't provide any advantage.
- Do not design the game to incentivize extra spending, instead, make extra spending compelling, not a ransom on the player's time.
 
Oct 25, 2017
6,768
#11
Let me just pay real money for fake things.

No lootboxes, (Booster packs are fine if they serve a mechanical purpose)
no fake Dave and Buster's money in odd amounts.
 
Feb 2, 2018
1,904
Denmark
#12
Just keep them the fuck out of full priced single player games. That's the only way that works for me.

Milk the online GaaS treadmill cows dry every way you please, but don't stuff that garbage in traditional games.