Valcutio wrote...
The problem with Microtransactions are they beg the question, "Why are they there?"
Example 1: You can purchase 100 Rocks for 10 dollars. Why? Are Rocks hard to get without spending money? More importantly, were they difficult to get only after EA decided to put a price tag on them?
Example 2: You can purchase a Double Experience potion for 10 dollars. Why? Is Experience not balanced effectively while playing the normal game? Was is balanced appropriately before EA decided to put a price tag on it?
Google the term opportunity cost. You can spend money to save time, or spend time to save money.
Imagine your favourite pop artist has released a new single for £1. If you spend a pound on the single, that's a pound you cannot spend on something else.
The question, therefore, is do you spend on the single or keep the pound to spend on something else? Do you take the opportunity to get something at a cost of getting something different? It effectively decision making based on what get's the individual the most satisfaction
The Microtransaction's work's in a similar way. Except there are now two way's to gain what you want. You can invest money in pack's, or invest time in packs. This way you effectively have two opportunities to gain pack's through MT, which also boosts success rates by acquiring better gear, therefore making the time invested more lucrative. Or you can spend time only.
there is a bonus for those who spend money. But the bonus does not imbalance the game on account that's it a PvE MP, not a PvP MP.
Modifié par Redbelle, 22 mars 2013 - 01:30 .