My biggest problem with micro-transactions is the fact that they're mostly used as the only source of income in free-to-play titles which makes sense, the company has to make revenue somehow.
However, I've paid for a full game and I'm prompted with micro-transactions? That's slightly insulting, the model feels more like it's milking me due to introducing two systems of revenue, the initial purchase and the micro-transactions.
I don't mind it too much when it's minor, something like in-game skins or titles but as soon as something like weapons and upgrades get thrown into the mix, it's really troublesome because the game is developed counter-intuitively in order to motivate the player to purchase it.
I'd say Mass Effect 3's random nature of equipment packs is the perfect example of what I dislike, it's not only punishing for the player who doesn't buy the packs (as it takes much more time and it's never guaranteed you'll achieve what you want) but also creates a scenario where the purchasing player gambles their real-world money to acquire what they desire but ultimately fail, prompting them to possibly spend more.
I'm growing weary of games being built around the idea of trying to motivate the player to purchase the micro-transactions, least other games like DOTA2 tend to hand you everything necessary and let the cosmetics be the thing you'd buy if you're interested. Never does the game's design suffer due to it's micro-transaction model.
Modifié par Dave of Canada, 23 mars 2013 - 07:52 .