Maytrows wrote...
You are paying for the luxury of having microtransactions when you buy the game, it did not magicly appear but resources was taken from the game development to get microtransactions in the game. So something gets cut to get microtransactions in and you are paying for it, and if you are not going to use it why would you want pay for it?
Would you pay for a fridge with a sunroof? You don't have to use it you know.
This is the same thing.
Uh... no. I'm far from an expert on any facet of game development, and certainly not the business side. But I'd imagine that the addition of something like microtransactions would likely be budgeted in taking into consideration projected future earnings. Were microtransactions not a part of the game, I'm guessing the resource pool would be smaller.
Do you really imagine that there's some set-in-stone budget, regardless of what features the game actually has? They can spend more money if they anticipate making more money back. But if they budget in the extra resources, and microtransactions don't make that extra money they spent back, then the appeal of adding that feature to their next project is probably a little less appealing.
Equating a product with a built-in transaction system to an appliance with an arbitrary, purposeless feature is just foolish.
You could argue that, instead of pursuing microtransactions as a way to increase revenue, developers should be championing the notion that other sorts of non-transactional features have the potential to increase revenue based on consumer appeal, and should seek additional budgeting for those features instead. But that's probably not a very easy argument to support.
Anyway, this isn't really the appropriate thread for this conversation. So that's my last piece on the subject here.