When I order the banana split at the local ice cream parlor, I’m under the impression that I’m getting the three scoops of ice cream, sliced banana, hot fudge, chopped nuts, whipped cream and a cherry on top. With my purchase, I expect the works. Some PC- and console-game manufacturers are starting to see my ice cream purchase differently. For a base price, I can get the ice cream and banana. If I want to enhance the banana split, I can purchase additional toppings and customize my frozen treat. The same theory applies to microtransactions.
What started as a hot trend in the Asian PC gaming market has turned into a global gaming movement toward microtransactions invading most mainstream platforms, including XBOX 360, PS3 and the Nintendo’s Wii. Customers are paying a reduced amount for the basic game (or in some cases, getting it free) and are being charged for optional add-on content, such as new levels, weapons or avatar upgrades.
Elder Scrolls: Oblivion was the first game to introduce microtransactions, and customers had trouble understanding why they needed to purchase more game features to prevent characters from dying. While not all games are reliant upon microtransactions for domination, most new games are offering some form of after-purchase special. One subtle microtransaction is to purchase the suped-up “Gold” or “Special Edition” versions of the game, usually with a few extra levels or characters than the original version. Luckily for traditional gamers, some manufacturers, like Blizzard, are trying to buck the trend.
While microtransactions are catching on with casual gamers in Asia, Western gamers aren’t buying into the new business model. Most North American and European gamers see the extra charges as an annoyance. For games that rely wholly on add-ons, customers aren’t used to being nickel-and-dimed in order to achieve the best gaming experience when their favorites traditionally have been offered in a nice gaming package. Until manufacturers figure out a happy-medium, perhaps microtransactions need to make like a banana…




June 30th, 2008 at 2:17 pm
I’ve seen this trend in online gaming, and am currently playing an Asian game called Perfect World that seems to have struck somewhat of a balance. This “free” online game doesn’t require microtransactions to be successful, it is just a shortcut. Many players sell items only available in the “cash shop” for in game gold to other players, and none of these items are required to experience the full game.
I do see your point though. This type of business model is not likely to replace the monthly subscription model prevalent in the West, even if the western gamer ends up spending less overall on their favorite game if it did. Most people in the West would just plain resent it.