A WoW player's guide to microtransactions

And so, we're here to help. Whether you've never heard of microtransactions before, you're convinced that they're the devil and that Blizzard has grown too greedy for their own good, or you can't wait to open up your wallet and get a Pandaren Monk to follow you around, let's take a second and look at the history of the microtransaction model, what it means that Blizzard made this decision, and what might happen to the game in the future.
Microtransactions, or micropayments, are exactly what they sound like -- tiny (or relatively tiny) payments for goods and services. Back when salesmen were selling vacuum cleaners, you either wanted a vacuum or you didn't, and thus you either paid a chunk of cash and got one or you didn't. The salesman walked away with your money or his vaccum. But nowadays, with digital distribution, online content vendors are looking at all kinds of ways to sell their wares, from direct sales to subscription models to microtransactions.
"Subscription model" might sound familiar -- that's how Blizzard has made most of their money on this game so far. You paid $40 for the original game (a direct sale -- for many games, that's where it ends), and since then, you've paid $15 a month to play it. That's the traditional model for MMOs -- it allows content creators like Blizzard to release some content (like patches and updates) for "free," and obviously it helps out immensely with their production and upkeep -- they have a large amount of money coming in every month. Subscription models work great when you have 12 million players -- the money rolls in, the content goes out (as quickly as it can -- soonTM), and everybody's happy.
But some MMOs (all of them, actually) don't have 12 million subscribers a month, and so they've started turning to other models to make money. Microtransactions is one of these -- instead of paying a monthly fee and getting all the content released, you can make smaller payments and get only the content that you want. Xbox Live has done this beautifully (you can buy "points" that allow you to buy DLC or even movies or music) , and there are lots of "episodic games" that do the same thing -- you pay for one chapter, play it, and if you want the next chapter, you pay for that and then play that. Apple's App Store (the software system for the iPhone and iPod touch) recently made headlines for allowing developers there to release their content via microtransactions, and iPhone users saw (and are still seeing) a wave of software that you get for free, with lots and lots of addons and extra content that you have to pay for, picking and choosing which ones you want.
So microtransactions themselves aren't a bad thing -- they're just another model for content creators to make money (and in fact, some microtransaction systems are better for customers, because you only need buy the content you want instead of subscribing to the whole thing). But microtransactions in MMOs and games in general are a little more sticky situation -- our sister blog Massively explains this well. Some MMOs, instead of just providing content (like more instances to run or extra levels of progression) for real money payments, started providing in-game items for real money. And not just in-game vanity items, like the pets Blizzard is selling. Some companies sell in-game gold, high-level gear and items, or even things like health potions, for real money. Want to heal your character? You can do it, but it'll cost you.
And of course the problem players have with that is that it takes the game from being balanced around player skill to being balanced around who can spend the most money. When a game company starts equating in-game merit to how much real-life money a player has spent on their character, then it stops being fun for a lot of people (mostly everybody besides the guy with the most money). Those kinds of microtransactions are more or less scorned in the MMO community, and the games that put them into play don't tend to do very well (though they do tend to attract a small core audience, usually of people willing to spend the money for the good items).
That's not to say that microtransactions can't be done right -- Turbine is a company that famously changed their game D&D Online from a subscription model to a free-to-play model, and then made money and did well with it. And because microtransactions done right are so popular among devs and consumers (remember, devs get paid directly for released content, while consumers only have to pay for the content they want), they're showing up in online games more and more. Facebook is one place where microtransaction-based games are taking off like a rocket. In fact, if there's a new MMO that you're planning to play, from Champions Online to the Star Wars MMO, chances are that the game is including microtransactions in some way.
Which brings us back to Blizzard. Tom Chilton has talked about microtransactions before, and he and Blizzard have never ruled microtransactions out. Blizzard is of course owned by Activision, and Activision is notorious these days for "exploiting" their properties, but before people blame the big bad corporation for moving to microtransactions, we'll be clear: Blizzard's core designers have never been against the idea. They've always left it on the table.
And as microtransactions go, admittedly, these in-game pets are pretty tame. They're vanity items, which means they have no affect on gameplay at all. Half of the proceeds (through December 31st) from the Pandaren Monk pet are going to charity. And let's not forget that these are two of the most impressive pets we've seen -- they do animations, they interact with players and NPCs, and they're really cool. As a few players have said, these are basically just like the loot card pets, except that you don't have to buy a bunch of card packs or sift through offers of up to a few hundred dollars on eBay. When you consider them that way, they're not so bad.
Still, Blizzard has crossed a line here (by selling actual in-game pixels directly for real money) that a lot of people thought they would never cross. It's a fallacy to say this is a sliding slope and that it'll eventually move towards them selling Tier 10 gear or in-game gold for money (that certainly would rub many more players the wrong way, not to mention throw off the balance and progression that Blizzard's devs have worked so hard to put in place), but certainly a lot of players never expected Blizzard to ever break the line between in-game possessions and real ones. That's why people are so upset about this -- the whole market seems to be moving towards this microtransaction model, there are lots and lots of bad examples of how to do it out there, and people thought that Blizzard, with all of their subscription money and popularity, would be immune from the temptation of selling virtual goods for real cash. They are, apparently, not.
So where do we go from here? It's not a stretch at all to say that this is only the beginning of the items that Blizzard will be selling on the store. While they should (and probably will) stick to vanity items and noncombat pets (for the same reasons they said a while ago that achievements shouldn't give tangible rewards), we'll probably see them release items on the store at least as regularly as they did with the TCG loot rewards, every few months or so. And it's likely also that it won't just be noncombat pets -- mounts, tabards, one-use items, and special vendor pets all seem like fair game as vanity items that won't affect gameplay.
But again, that's all in the future. If, right now, you do not think Blizzard should be selling virtual goods for real money, then the way to vote is with your wallet -- don't buy them. Companies only move to microtransaction models because they work, and if you choose not to give your money to them, then companies won't use them. It may be hard to miss out on the Pandaren Monk, but if you legitimately think this is the wrong decision for Blizzard, the wrong thing to do is give them money for it.
And on the other hand, if you're for it, you better believe Blizzard will be watching how these sell in the store. It's not likely they'll release actual numbers for sales of these items, but if we see more and more pop up soon, it won't be a stretch to think they're selling well. The faction change service certainly made plenty of money, according to our unofficial survey. It's been a long time coming, but Blizzard has officially adopted a microtransaction model, and for better or worse, if it's as popular as they probably expect it to be, they'll stick with it.
Filed under: Items, Analysis / Opinion, Virtual selves, Odds and ends, Blizzard, Economy, Making money
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Reader Comments (Page 2 of 12)
Vandersveldt Nov 5th 2009 4:47PM
You know, there's a solution to this, that would make both sides happy. Make the pets possible to get in the game, 3 months later, then sell new ones. That would be a wonderful compromise.
tulipblossom Nov 5th 2009 5:21PM
@bushkanaka86 -
I completely agree. I don't actually mind the pet store, in fact, I really kind of dig it. It's honestly no different than buying TCG packs for the cool loot cards. The difference is, when you buy a pet or vanity item (in the future) from the pet store or blizz store, you know that you'll get your money's worth, unlike the unpredictability of buying TCG cards.
And, I don't feel that Blizz will ever fall into the trap of selling non-vanity items to players, for real money. I'm not saying that it can't happen, but I'd like to think it never will and I certainly feel like it never will.
At the same time, my main fear and only real concern is that the money these pets bring in, might have a negative impact on the quantity and quality of pets created for the game, in the future. Right now, we've got awesome pets like the Perky Pug on their way, that you can only get in the game, and through in-game currency. You can tell the quality of work and effort that went into making such an awesome pet.
But, what if the pet store items sell exceptionally well and the designers get word from the higher ups that they should put more focus on the store bought pets, rather than the in-game ones that you get via questing/achievements/grinding?
What if it's not the designers' decision, but it's taken out of their control and that's just what they're told to do? That would mean that the only pets worth having, the only ones given priority, would be the ones that would make real money. All the quality and effort that might have gone into in-game obtainable pets will now be redirected and given almost exclusively to those that can come with a real world price tag. And, that scares me a little.
I have faith in the devs and designers. I trust that they love this game as much as, if not more than, all of its players do. And, so I trust that they care about it greatly and want nothing but the absolute best for it and it's audience. But, I don't know how things are done. There might be some people in charge who don't have the players' best interest at heart.
If the pets that are sold for real world cash stay limited to a certain number a year, similar to the TCG loot cards and don't take away from the effort and quality that goes into the normal in-game pets, then the store will be nothing but a huge success.
But, if the number of in-game obtainable pets diminish over time, only to be replaced by more and more store bought ones, and the quality of in-game obtainable pets begins to decline, as well, then things will have gotten out of hand. If the cash that these pet store pets bring in forces the designers to pay more attention to those pets, rather than working on ones that can be obtained the old fashioned ways, then that's where problems will occur and when people who love pet collecting, will most likely, start to get very very upset.
However, the pet store itself is a really wonderful idea. And, I do think Blizz should be free to enjoy and make money from the items they sell, in this fashion. It's really no different than the TCG cards, they're just simply removing the middle man. And, the community gets a fail-safe way to obtain these awesome items, compared to the cards, also. I think it's brilliant. And, I love that they're BoA. I think that was appropriate and good thinking on their part.
TL;DR version:
As long as the designers don't become forced to put more time, energy, effort, and quality into the pet store pets, as opposed to the in-game obtainable ones, for profits sake, then everything will be just fine.
But, the moment the number and quality of in-game obtainable pets begins to decline and diminish due to time spent on making the pet store pets, since they bring in a real physical cash profit, is the moment when this idea will have turned sour.
Until then, I'm going to enjoy my Lil' T.K. and Pandaren Monk. :)
benedikto Nov 5th 2009 7:38PM
Same here Snailking. I quit WoW because Blizzard is managing the game very poorly (like having paladins being OP for like a year, yes I have a pally) but I still read news out of curiosity and I just smiled at this.
Next step: Selling gold for money
jbodar Nov 5th 2009 8:34PM
@RogueJedi86
Sweet jiminy Jesus! A 2 pet head start? The race for world-first to 150 pets has been tainted. /sarcasm
There are ALREADY pets in the game that require spending real money, that you may or may not have -- TCG loot, Blizzcon, Collector's Edition. Just because there is a pet that you can (choose to) buy with dollars, does not completely invalidate your vast pet collection. Are you keeping up with the Joneses or collecting pets?
http://wowtcgloot.com/
Pets, mounts,and tabards have always been about making money. It was never a fair and even playing field in the first place.
Andrew R. Nov 5th 2009 11:08AM
Despite what people say Blizzard is never going to sell epics for real money. They take pride in designing their raid content and have always been in favor of people working for their gear.
With that being said I don't agree with only the monk donating money. I much prefer K.T and would rather see both pets have $5 donated to a charity. The price is high for a pet but that is Blizzards choice. I'm sure I'll buy K.T. at some point.
bob Nov 5th 2009 11:57AM
And they will never do duel specs. And they will never do race change. And they will never do faction change... until they do. That is what I think is so upsetting to many about this. Over the course of Wrath Blizzard has started doing a lot that they said they never would. Now here we have one more thing that would supposedly never happen.
It really can become a slippery slope. Everyone starts out with the best intentions, but then... well it really is a lot of gold to keep respecing for PvP... maybe you should be able to change factions... Everyone starts with the best of intentions but once you start you have crossed a line and there is no telling where it will stop.
The examples that come to mine are an addict and an empire. The addict will keep rationalizing his actions: just one more hit, just one more thing I said I would never do. Just one more length I promised I would never go to. The empire is constantly in danger of over steeping its power: We'll do it right. We are the rightous and when we do it, it will be ok. Blizzard has started doing a lot that they said they would never do, and they show no signs of stopping and when you do that you will sooner or latter over step the boundaries that have keep you in check.
It is way nerd-rage to make comparisons like this in regards to a video game but this is something a lot of people have put a lot of their lives into over the last half decade. And when you find something like that sitting at the top of that slope it is very scary to think where it will all lead.
That slope gets out of control fast, and always ends in a bottomless pit.
mtsadowski Nov 5th 2009 11:54AM
With the extra money they get, I hope they can hire a designer to make new armor designs for the next expansion. I don't want to see the same armor from 80 to 85... unlike the experience from 70 to 80.
n1nesp1ne Nov 5th 2009 12:02PM
@ Bob
The slippery slope is a logical fallacy. It would get you booted from a High School debate.
Kal Nov 5th 2009 12:42PM
I agree with you, there's no way Blizzard will ever start selling in-game items that actually affect your gameplay.
Anyone read the 'Don't Buy Gold' webpage on their site? Obviously they are extremely against giving top items and loot to whoever has the most money, instead priding skill and time in the game.
So saying that this is just beginning of a slippery slope to buying tier gear with real money is just silly and ignorant.
bob Nov 5th 2009 1:12PM
@n1nesp1ne
The slippery slope is a logically valid argument if the person making the argument can establish a chain of events leading from a small scale initial event to eventual large change. I believe my initial argument of character changes was not sufficiently well reasoned to bolster my later conclusion. Allow me to elaborate.
Perhaps think of it like this. The initial change is dual specs. A small, and very reasonable way to further customize a character. This was initially argued against as it made characters to malleable. However for a variety of practical reasons (rationalizations really) this change was implemented. But this is just the start. Soon you have class changes. Changing a character's entire skill set. Then faction changes come about. A switch of alliance on the scale of a Sith joining the Jedi. Then race changes are introduced. Fundamentally changing the nature of who a character is. Their entier history and identity switched for a small fee.
Taken in sequence these changes do, in fact represent a slippery slope. Forgive me if the order these were implemted is incorrect. However the argument is still valid.
The truly important thing to realize here is that these changes represent the true start of micropyament in WoW. That is the crux of my argument here. These pets do not represent the implementation of micropayents. What they represent is Blizzard's initial foray into selling in game items for real money.
The implantation of micropayments could be the harbinger of major changes to the game including all of the things people are so found of saying will never happen. The wealth of options that have been made available throughout Wrath for character customization provide a compelling precedent.
Finnicks Nov 5th 2009 1:27PM
@bob
If you're going to go to all the trouble of writing up a long-winded argument like that, you should at least stop long enough to get your facts right.
I would like you to kindly provide links to archives of the places where Blizzard said they would never do dual specs, never do races changes, never do faction changes.
The simple fact of the matter is, you can't. Because it NEVER (pun intended) happened. Blizzard rarely uses "never." They say "We do not have any plans to do that at this time." Every time they phrase it just like that. Just because your brain's logic center is short-circuiting and interpreting that as "never" doesn't mean that's what it means. "Never" isn't "never" until it's "N-E-V-E-R."
They never said that the would "never" charge money for in-game items. They always said it was a possibility but wasn't planned at this time.
In fact, one of the few things I can recall Blizzard saying they would NEVER do is let RMT impact the game's balance. This is why they are vehemently against gold farming. It disrupts the game's balance by directly affecting the in-game economy AND gives the wealthy man an actual, discernable, unfair edge.
lolwut? noez blizz banns gold farmers bcuz they dont want other peple makin $$ off there game, duh lol.
Honestly, I'm sure that's part of it. But Blizzard's long, strong history of extremely well-balanced games speaks strongly to the former reasoning. They're practically obsessed with balance and fairness in their games. They still release occassional patches for Warcraft III, fixing minor game balance issues. They were patching Starcraft as late as 2007!
Finnicks Nov 5th 2009 1:28PM
You can't logically justify a "slippery slope" for several reasons: That's saying that because Blizzard just moved from A to B, then it's inevitable than they'll move from B to C, then C to D, and so on all the way down to Z. So you're claiming that the trip to state "Z", which you seem to define as Blizzard selling everything in game for money, is inevitable because Blizzard just moved from A to B. Except you can't just claim that without justifying the other logical deductions between.
And you can't. Why?
Firstly, no true precedent exists. There has never been an MMO with such a huge subscriber base or this successful. Indeed, it's arguable that no game in history has ever been this popular. So that's strike 1 against your theory of "inevitability": No precedent.
Secondly, before you claim that the dual-specs, race changes, and factions changes are "A to B", "B to C", and "C to D", ect, refer back to the first section where I dealt with your overuse of the word "never".
Thirdly, where even remotely similar precendents are possible, the REASONING for the shift to game-impacting microtransactions had little to do with greed and more to do with necessity. Examples that spring immediately to mind: DnD Online, Gunbound, ect. These games were never wildly popular and the shift to the microtransaction model were an attempt to stay in business because they weren't making the cuts from subscriptions and ads. Blizzard, on the other hand, is wildly successful and profitable. There is no reason for them to start charging real money for game- and balance-impacting services.
Fourthly, your subscription costs cover the development of new content like raids, new gear, new zones, expansions, and the like. But clearly, a great deal of work went into these new pets. Unlike nearly ever other non-combat pet in the game, these two have entirely new models, entirely new audio, entirely new animations and effects. These kinds of things don't get put together overnight. So I can see how Blizzard would want to charge for an vanity extra they clearly put a good amount of effort into. Think about the other totally original non-combat pets of this detail and quality. Two were BlizzCon rewards, several are TCG loot rewards, three are collector's edition extras. In fact, the only totally original non-combat pet of nearly this quality I can think of that doesn't cost money in some fashion is the Argent Squire/Gruntling pet.
And, stepping away from my professionalism for a second, seriously? $10? A lot? These days that's 1 dinner. Maybe 2 if you have coupons and feel like drinking water. $10 is NOT a lot.
Back to business, seriously, people need to calm down. Approach every situation rationally and logically. Blizzard rarely says "NEVER", and when they DO say "never", it's always the real deal.
"No plans at this time" does NOT equal "never", so get that methodology out of your head.
- Finnicks
bob Nov 5th 2009 1:49PM
Buying T10 armor for real money is not currently planned.
We have no plans at this time to sell mounts for real currency.
Extra glyph slots cannot be purchased for additional fees at this time.
We are not currently working on any system to award more talent points according to your subscription tier.
We currently have no plans to introduce subscription tiers.
At this time there is no intention of making additional zones available for more money.
EZ Nov 5th 2009 2:04PM
Everyone loves logic, but I'm guessing Bob's argument was more emotional than logical. I believe he was using 'slippery slope' to add emphasis to his point, and not to logically prove a point. Just my 2cents. I am not a scientist, nor am I a robot, so take it with a grain of salt.
bob Nov 5th 2009 2:07PM
@Finnicks
I'll admit Blizzard has rarely said "never." However:
1. I made no mention of WoW's popularity as a game. The precedent I was referring too is the current presence in game of paid services allowing radical character customization which were not originally in game, and which were generally acknowledge by blizzard to not be options that would be developed.
2. In order to make the slippery slope argument logically valid a progression of increasingly drastic events must be laid out A>B>C... This is what I did. Character alteration started with a free service and eventual, through a series of gradual change progressed to a state where it is possible through paid services to change any type of character to any other.
3. "Blizzard, on the other hand, is wildly successful and profitable. There is no reason for them to start charging real money for game- and balance-impacting services."
-- Then why the pay-for-pets?
4. "These kinds of things don't get put together overnight. So I can see how Blizzard would want to charge for an vanity extra they clearly put a good amount of effort into."
--I hate to sound trite, but so what? Blizzard decide to make the pets, they decided to put forth a great deal of effort and then they decided to sell them for real money.
Let me make that clear: Blizzard went out of their way to make an item above and beyond comparable in game items and sell it in game for real money. Far from refuting my argument, that in fact demonstrates exactly what people fear these pets could lead to.
Finnicks Nov 5th 2009 2:11PM
Unfortunately WoW.com's commenting system parses out HTML code like tags, so your links didn't work... can you post again w/ the actual URLs?
Wait... what? You mean those lines you just spewed out were made up? They weren't links to actual statements made by Blizzard?
Interesting. Thanks for the fiction session. I love storytelling.
Now... can we get some real evidence? Or are you going to sit down now?
bob Nov 5th 2009 2:17PM
If you are referring to the quotes in 3 and 4 those are from one of your comments. I never said I was quoting Blizzard and I even admitted to be overzealous in saying "never."
All I am trying to do is explain why this service worries some people, using past changes to the game as an example.
Finnicks Nov 5th 2009 2:19PM
QUOTE by bob: Perhaps think of it like this. The initial change is dual specs. A small, and very reasonable way to further customize a character. This was initially argued against as it made characters to malleable. However for a variety of practical reasons (rationalizations really) this change was implemented. But this is just the start. Soon you have class changes. Changing a character's entire skill set. Then faction changes come about. A switch of alliance on the scale of a Sith joining the Jedi. Then race changes are introduced. Fundamentally changing the nature of who a character is. Their entier history and identity switched for a small fee.
-----------------
Wow. I can't believe I missed this. You sir, are benched. Sit down, and stop talking.
You just framed your "logical" sequence of events, even calling it as much, around pure fiction. Class changes? Excuse me!? Go away, sir.
There are no class changes. And there never will be. The race change and faction change services are even CLASS LIMITED. You can only select a new race that play your class.
Seriously. Class changes? Your argument is moot ,sir.
bob Nov 5th 2009 2:26PM
I have provided an incorrect example. I am terribly sorry.
However I don't think it invalidates my example. In fact I could just move it back one step: PvE to PvP server transfers begets dual specs begets race change begets faction change... I think it still provides a compelling example of a slippery slope.
Paid character change options beget paid vanity options begets... paid non-vanity options? It certainly is a possibility. And that is what people don't like about it.
bob Nov 5th 2009 2:35PM
@Finnicks
"There are no class changes. And there never will be."
Never, huh? Is that a quote from Blizzard? :)