micro-transaction

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  • EA is building micro-transactions into its PC and console games

    by 
    Elisabeth
    Elisabeth
    02.27.2013

    Electronic Arts isn't backing down after a flurry of controversy about the micro-transactions in Dead Space 3. In fact, the company is planning to build micro-transactions into all of its PC and console games. CFO Blake Jorgensen says that EA is building "the ability to pay for things along the way, either to get to a higher level or to buy a new character" into all of its games and that "consumers are embracing and enjoying that way of business." While some people may balk at the idea of levels being locked away behind a paywall, Jorgensen also mentioned more innocuous micro-transactions, like trucks, guns, and other useful items that probably aren't ultimately necessary to enjoy the game.

  • ArenaNet expands on microtransactions in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    03.20.2012

    ArenaNet has put up a new blog post with information about Guild Wars 2's cash shop system as well as some of the philosophy behind the game's microtransaction design. Mike O'Brien, ArenaNet president and Guild Wars 2 executive producer, started off the post by saying that the microtransaction system will be part of this month's closed beta event, then went on to talk about the hows and whys of the system. ArenaNet's approach is this: Microtransactions are run on a currency of gems, which are purchased with physical-world money and traded in various quantities for the goods and account services available. Players also have the option of trading their purchased gems for in-game gold -- and purchase gems with in-game gold. "If you want something, whether it's an in-game item or a microtransaction, you ultimately have two ways to get it: you can play to earn gold or you can use money to buy gems. We think that's important, because it lets more players participate on a level playing field, whether they use their free time or their disposable income to do it." As to the micro-transaction items themselves, O'Brien steered away from specifics. He mentioned things like visual distinction and expression as well as account services (which we saw plenty of in the original Guild Wars) and "time-saving convenience items" while adding that ArenaNet is opposed to the idea of requiring players to spend cash in order to maintain an even playing field.

  • Free for All: F2P and microtransactions at GDCO

    by 
    Beau Hindman
    Beau Hindman
    10.13.2010

    Last week I wondered about how free-to-play would be discussed at GDC Online. After attending the event -- it was all a blur -- and listening back to my audio notes, it seems that free-to-play has reached some sort of level as a standard pricing option for a modern world. It could have been the fact that many of the developers at the event are making browser-based, iPhone or Facebook social games, but the word "subscription" came up rarely. Blended models seemed to be the runner-up. It appears that all the older companies -- the Turbines, SOEs and other western companies -- just cannot let go of that sweet, sweet subscription cash-flow. Can you blame them? It's a good deal for many, and it could be argued that without that subscription, many players would be turned off. Does all this talk of free-to-play and microtransactions signify some sort of change in quality or style of game? No, not really. It's my argument that things are different in only one way: quality has gone way, way up.

  • GDCO 2010: UTV True Games wows with three new titles

    by 
    Beau Hindman
    Beau Hindman
    10.11.2010

    One of the most thrilling aspects of this job is visiting game studios. It's essentially like stepping into a toy factory, complete with strange noises and funny personalities. Nerf guns are a staple, and each desk or station is decorated with all types of toys, posters, and other trophies from Nerd-dom. UTV True Games is no different, so when we were asked to sit down with three (count 'em, three) different teams to preview some new titles, we knew we were in for a good time. Of course, our professionalism prevented us from actually clapping and going "sqqquuueeeee!" every time a new product was shown, but it's very possible that the teams would not have cared anyway. So what did we see? What do we have to look forward to from the same people that brought us Mytheon? Well, click past the cut and let's take a look!

  • Waging WAR: RvR packs, the "wait and see" edition

    by 
    Greg Waller
    Greg Waller
    08.28.2010

    This week Waging WAR rides the double rainbow of gameplay customization via downloadable content and takes a cursory glance at the RvR packs being teased by the folks behind the development of Warhammer Online: Age of Reckoning. Let's follow along and see what Greg can unleash this time. It is difficult to talk about the future of WAR right now. Not because it doesn't have a future, but because the availability of information regarding it is not exactly easy to find. Actually, information on the future of WAR is all but non-existent, surrounded by controversy on all sides, and steeped in rumor, speculation, assumption and misinformation. The best I can put together is that we, as players, can look forward to some sort of set of three different "RvR Packs" allowing us to "customize" our gameplay experience moving forward. The packs have been called "Power," "Progression," and "Personality." What exactly each contains is a mystery, although the few talking points I was able to find regarding these RvR packs are speculatively disappointing at best. Although Carrie, Andy, and anyone else involved with the Mythic development team have said time and time again that they are not discussing moving toward the free-to-play business model, what they're proposing with these customization packs looks suspiciously like the item shop established by Turbine, implemented in Dungeons & Dragons Online and soon in Lord of the Rings Online as well. V.I.P. membership, anyone? Although concrete information is scarce and difficult to find, let's take a look at the most commonly referenced points of interest after the break.

  • Elder Scrolls IV: Nickel and Dimed

    by 
    Ken Weeks
    Ken Weeks
    04.04.2006

    We always knew that  "micro-transactions" via Xbox Live Marketplace were part of Microsoft's master strategy for squeezing every last penny out of the gaming public. Now that Elder Scrolls IV horse armor is on sale for the low, low price of 200 marketplace points ($2.50), it's hard not to feel like we're being nickel and dimed into economic oblivion. Isn't this really just a back door way to further jack up the cost of games by charging us for stuff that should have been on the disc anyway? On one hand, it seems sort of flinty to complain about  a nice add-on for the price of a Big Gulp, but then you can dig into the couch for change only so many times before you come up with nothing but stale Cheetohs. Admittedly, Oblivion is a great gameplay value compared to other $60 games, and the ability to pimp your equine ride is pretty cool (though it would be nice if it came with a side quest or something). Is Bethesda's first micro-transaction micro enough for you, or am I Tamriel's biggest cheapskate?.