Microtransactions and Loot Boxes Are Destroying Games, but Certain Developers Do It Right

Time to Look at Good Microtransaction Implementation

Injustice 2

At some point, NetherRealm realized that the fighting game genre could only be rinsed and repeated so many times. So, they decided to improve and expand without going anti-consumer. Enter Injustice 2, our first example of microtransactions done right. Not the very first game to do so, mind you, but the first I’m mentioning.

Injustice 2 beta

With Injustice 2, we got a full story mode, extensive PvE the likes of which we’ve never seen in a fighting game, and a fully realized customization system. Then we got microtransactions, and they were done right.

Instead of relying on microtransactions from the get-go, NetherRealm gave us plenty to work with. They made gear, loot, and in-game currency easy to obtain. Gear bonuses can be turned off in PvP, thereby giving us multiplayer that’s not broken and not pay-to-win. Crazy, right?

Available microtransactions are reserved for cosmetic premier skins and leveling up. But the high cost of buying levels makes time investment the better option. And if you do buy, you’re not relying on RNG. More importantly, microtransactions are virtually invisible unless you navigate to the store via the menu. They are unobtrusive, don’t break immersion, and provide what’s also available through regular game progression. Sure, skins are rare and random, but it’s cosmetic! My experience is unaffected by the store.

Overwatch

Next, we have Overwatch, a game that not only does loot boxes right but benefits from a longer lifespan as a result. These microtransactions are simple and make the most sense. First and foremost, everything is cosmetic, with no bearing on what is a skill-based, multiplayer experience.

Overwatch

Second, Overwatch is already showing its pro-consumer face by delivering new characters and maps at no extra cost. The lack of player segregation maximizes engagement, increasing the chance of harmless loot box purchases. Further, in-game events consistently deliver new, appealing loot that’s different yet no more appealing than what’s shipped. They entice everyone’s inner collector without hurting game balance. Players who want to avoid grinding will dish out extra cash for their desired skins. That’s giving us something we want but don’t need. Moreover, the lack of a Season Pass paywall means users are less likely to second-guess their investment.

Grand Theft Auto V

Moving further up the list, we have Rockstar’s Grand Theft Auto V. Need I say more? No, but I will.

Criminal Expansion Weekend

GTA V offers everything players can want for full price and then some. Not until the content threshold was met did the IP offer microtransactions.The genius in Rockstar’s paid DLC and microtransactions is that they’re intertwined with a myriad of no-cost offerings that never pigeonhole players into making an extra purchase. The wealth of content already dwarfs add-ons, which would explain why the title has topped the UK Sales Charts 3 Januaries in a row. So we must surmise, GTA players who continue to play the game are motivated by the inherent fun factor. Microtransactions can never be what makes the game fun, but the game should be so fun that it motivates additional purchases. Sounds ironic, I know, but if you’re in love with a franchise you’ll want more even after you’re satisfied.

The Witcher 3

When all is said and done, the best example of microtransactions are in Witcher 3. Why? Because it doesn’t have any. The best microtransactions don’t affect gameplay, and the best games don’t include microtransactions. Zagging against the industry’s zig, the Polish developer demonstrated its pro-consumer status after giving us Witcher 3 DLC at no cost. This was after delivering 100+ hours of story content. Maybe, if most publishers offered a fraction of this generosity, they’d accumulate more than a fleeting fanbase. We’re not asking for 100+ hours of story; we’re asking for some hint that you give a damn. As in, stop splitting up content for the sake of sales.

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The ultimate reconciliation between consumer and industry lies in transparency, foregoing paywalls, and a good game experience. If developers deliver all of the above, then it won’t be microtransactions that can’t be justified but player complaints.