Microtransactions are the virtual equivalent of lottery tickets - a tax on the stupid and uneducated (and the more cosmetic the virtual item received the more stupid the player has to be). This is why children are the primary target of microtransactions, most are uneducated in the vicissitudes of life and the overall concept of "money", "worth" and "price".
Unfortunately, as children become more educated in the system and as society starts to give them a better education in these things the worth of these things must become greater and therefore less cosmetic and more important... so more Pay2Win is definitely on the cards and possibly the entire future of microtransactions.
Addendum: The time of microtransactions is limited... there are so many good games coming out from Indie devs that spend almost no money on development compared to the triple A devs and yet produce games (sometimes only over a period of some years after release) that are so much more than any triple A has ever been; e.g. Minecraft (and it's mods), Garry's Mod (and it's mods - almost a million at this point; sufficient to suggest that you might be able to play literally any other game in that one game... there is an argument to say that by purchasing these two games you never need purchase any other game again because they're all makable (and going to be recreated) in those two games and with whatever aesthetics you might want too!
Triple A companies will rarely if ever be happy with this (just look at the fall off in how easy it is to create mods for most games these days... there used to be a lot more than now but these days Skyrim is the only Triple A off the top of my head that has a serious modding community... Indie games have a half a dozen _famous_ ones at least off the tip of my tongue, never mind off the top of my head... Minecraft, Garry Mod, No Man's Sky, Dwarf Fortress, FTL etc.
Triple A devs spend too much money for too little return against too many quickly made clones as well as too many original, funny and/or just plain better games... there is no space for them in the long run if the console market collapses - something the console makers seem to be suggesting themselves with a shift to what is essentially Steam but you have to buy their hardware too and be limited by their "ecosystem" ("wall garden" is the older, more accurate term) - so an expensive walled garden; because the games will be more expensive to purchase (average price of game purchased eg Steam vs XBox?), maintain (microtransactions, map packs and season passes all much more a thing on console than PC) and run (more frequent generations of less compatible PC; sorry console versions).
Without the introduction of cheap VR and/or AR consoles and Triple A devs are doomed... which is why they are desperately trying to figure out how to make that work now! (Despite it being very, very clearly in its infancy even on PC!)
I remember a time when you would pay 60-80 bucks for a 5 hour game that was almost impossible to beat, and that's if it actually worked right. Then came the time where it was 60 for a game but after 100 hours of multiplayer it started to get a little old. There is this idea with gamers that season pass content would have been included in the old days but in the vast majority of cases that just isn't true. I'm fine with DLC and micro transactions because they give more content to those who want it but those who don't wont have to pay for it. It's all about getting your moneys worth out of the games and I think I do, it's rare that I feel like I don't. Pay to win is the only real exception i have to that.
Micro transactions don't bother me if they don't affect gameplay. For example, in World of Tanks I have an older premium tank that was 7-ish bucks and uses a bit different tactic, but is not overpowered in a match. I think of it as akin to buying an action figure or some other trinket, except it's okay if you blow it up. Meanwhile, a bad micro transaction, using WoT as an example again, is that a handful of newer premium heavy tanks have been buffed or just come onto the scene overpowered, and countering them tempts players to buy premium consumables. Granted, the premium ammunition *can* be bought with in-game currency, but it's expensive and the effect of the newer tanks on game balance has caused a bit of a kerfuffle as of late.
I don't think "pay to win" is as simple as "no chance" to win in higher gameplay. It's more like it gives the player higher chances of success and/or more opportunities to win.
Anyways, If I had to point to a game that did micro-transactions well, I'd go with Team Fortress 2. The purchases are pretty much entirely cosmetic or for unlocking gimmicks that don't directly affect gameplay. It's my favorite war-themed hat simulator.
I used to play one of those korean MMOs, when it was not so blatantly Pay2Win.
Stopped playing when Pay2Win took over.
These segments should be called speed-rundowns
Answer to the question: *crickets*
I like how Rocket League does cosmetic stuff. Doesn't change the game just makes things look cool.
This video is completely useless. It was just a list of things gamers know from experience. I'm really not liking the direction they are taking The Know. I hope atleast it will get them more views/money that will help their other productions.
Loot boxes are so much better than map packs, but I'll take story expansions over mutiplayer content any day. Dragon Age Awakening. ME3 Citadel. Burial at Sea. Some of the best gaming experiences I've had.
In their defense, I don't consider card games like Hearthstone as micro-transaction games. They are just digitized card games like MtG that also makes new expansions (3 per year) regularly, keeping only the most recent within 2 years as tournament legal cards. Either way, consumers have to constantly pay for new cards to stay current. Buying new cards for Hearthstone is no different than buying packs of cards at the game store.
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