I recently picked up Mortal Kombat 11 while it was on sale to see how the latest entry in the venerable fighting franchise has grown. And it turns out my first mistake was not buying the special edition, with the second mistake not being prepared for the sheer amount of microtransactions in it. We have seen microtransaction-based content enter the AAA and full retail space — creating a case of double-dipping for developers. Looking at this trend, I know I’m not the only one who doesn’t like it, but this also has some unintended consequences as well. Read more…
Live Service/Games as a Service has been a fundamental change in how games are designed and supported for months or even years. The very best games can become a license to print money for the developers, and transformed League of Legends, World of Warcraft, Team Fortress 2, among many others into juggernauts.
But when you’re thinking about a game as not just a finished product, but a continued project, it’s raising issues in terms of what exactly is the consumer getting in the first place.
Last week, podcast guest Chris Gardiner was curious about outside thoughts on micro transactions for his upcoming game: Below. He wanted to know if people prefer larger, but one time only transactions for content, or cheaper micro transactions that had to be purchased over and over again, or in other words, a “toll” transaction.
I and other people voted for the former and gave an explanation on the concept of ownership in video games and I wanted to share with you my thoughts on the matter.