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 3 of 12)
Finnicks Nov 5th 2009 2:47PM
For clarification, the "links" I was talking about are several posts up. The series of "Not planned" lines.
But your "logical progression" still has massive holes:
To sum up:
Server transfers (RMT "vanity" change)
begets
PvE to PvP transfers (RMT "vanity" change, arguably unfair)
begets
Dual specs (in-game currency functionality change)
begets
Faction swap (RMT "vanity" change)
begets
Race change (RMT "vanity" change)
begets
Pet store (RMT "vanity" change)
--ULTIMATELY-- begets
"Gear store" (RMT "game impacting" functionality change).
Firstly, I'll be nice and remove the dual specs for you. The dual-specs cost in-game currency and are another bad example (not as bad as "class changes", granted). See aside below for details on the arguable unfairness of the PvE to PvP swaps.
Now, we have a logical progression of states with each jump enhancing the RMT "vanity" changes.
However, the "slippery slope" is still just a "slippery slope" until you justify every change. And between the "Pet store" and the "Gear store" situation there is a massive difference: A profound shift from "vanity" to "game-impacting". No precedent or argument supports this change as being likely. Precendents, arguments, and Blizzard policy against game-impacting RMT like Gold-farming speak strongly against the shift as being likely.
As an aside: Granted, the PvE to PvP transfers can be argued as unfair, but they have no true impact on game balance beyond allowing an unscrupulous person to level to 80 on a PvE server, then transfer and go spend his days ganking lowbies. And I don't particularly agree with that, but with the advent of DKs on any server it was inevitable that jerks would roll DKs on PvP servers just to level to 60 and go on gank-fests in lowbie zones, and that was the reasoning for the change. If I wanted to play with my friends who happened to level up on a PvP server, I'd have to completely reroll. The benefits to the players who wanted to switch for good reasons vastly outweighed the minority of jerks who would abuse the service. This kind of subtle impact on the levelling experience is not comparable to the kind of impact a "gear store" would have on the end-game balance.
Finnicks Nov 5th 2009 2:53PM
I also want to apologize if I'm coming off as angry or rude. I get really intense when I debate and it's just a function of who am I and how much I like a good clean argument.
Daedhir Nov 5th 2009 4:01PM
And if that happens, Blizzard will lose a lot of subscribers, including me.
But I'm not jumping ship until they've actually fired the gun into the hull. You can go for a swim if you want, I'll keep sipping my martini on deck until the ship actually starts to go down. And odds are that it won't anyway. You'll be wet, and I'll be drunk.
josh Nov 5th 2009 5:59PM
From the Official Pet Store FAQ
us.blizzard.com/support/article.xml?locale=en_US&articleId=29845
Does this mean you'll be introducing more services like this in the future? Will you be introducing the ability to buy epic weapons/etc. in the future, for example?
As with the pets, mounts, and other items players can obtain through Loot cards from the World of Warcraft Trading Card Game, Pet Store pets are purely cosmetic and just for fun. Like other paid services we offer, such as Paid Name Changes, Race Changes, and Character Re-Customizations, the Pet Store service is entirely optional and intended to provide players another means to enjoy World of Warcraft in a way that isn't detrimental to the game and that doesn't detract from the gameplay experience for players who choose not to use the service.
----------------------------------
The part that stands out for me is the last part "...to enjoy World of Warcraft in a way that isn't detrimental to the game and that doesn't detract from the gameplay experience for players who choose not to use the service."
They will not start selling gear/weapons
PS - Finnicks won that debate, well done sir
jbodar Nov 6th 2009 3:40AM
@Daedhir
Yeah, I've never understood the whole "jumping the gun" mentality of some people. If Blizzard actually starts selling Tier sets, access to zones/dungeon, or gold, then I'm just done -- "GG Warcraft community, we had some fun, huh?" But until that day actually comes, what's the use in throwing a hissy fit and quitting the game over an imaginary sequence of events?
Andrew R. Nov 5th 2009 11:09AM
Shut up with the whole "I'm quitting WoW because they are selling things for real money!" crap. You aren't quitting over that and if you did then you truly are an idiot.
Boydboyd Nov 5th 2009 11:09AM
Very informative article, Mike.
I like the examples you provided about microtransactions outside of Blizzard. It made it easy to put it all into perspective.
Personally, I'm indifferent about the microtransactions. I'm sure that will change if suddenly I'm outgeared by the rich guy in my guild who bought all of his stuff. But again, it's possible that it will never happen, the buying of gear and such.
AltairAntares Nov 8th 2009 8:22PM
Exactly. And in any case, as long as it's nothing that's affecting game balance, people wasting their money only means better updates for me.
Qot Nov 5th 2009 12:08PM
The only quibble I have is that these aren't really microtransactions. Microtransactions are usually small payments, originally pennies or fractions of pennies, that were packaged together at some threshold to allow for credit card transactions without penalty. For instance, there was talk of on-line newspapers charging a few pennies per article, then bundling that all up at the end of the month. It was more efficient than charging at each article and allowed the consumer to control how much they spent on a site (rather than creating an artificial expectation with a subscription fee).
$10 is not a microtransaction. That's just a transaction. Yes, the goods are virtual, but so is the game itself. We pay $15 a month without deeming it a "microtransaction".
pwherman Nov 5th 2009 1:43PM
Good point (@Qot) about microtransactions -- $10 is not small enough to qualify for his concept. Apple helped to revolutionize music sales by breaking apart albums and selling individual songs for 99 cents, which is an amount that people don't think twice about. And Apple is doing it again with the AppStore.
What might have been truly interesting is if Blizzard had considered smaller prices, such as 39 cents (or 59, 79, 99), an amount most people would consider trivial. Maybe a permanent pet is a premium, but what about temporary pets to play with that last 30 days? What about special potions that could make you look like anyone or anything you targeted for 30 or 60 minutes (your favorite critter?) The point is, many people wouldn't think twice about spending at that price, it would be considered fun since it wouldn't be perceived as a big money-suck, yet Blizzard could still pull in a nice chunk of change.
Blizzard has a solid business model, so they could have afforded to experiment more. $10 is a store, not a micropayment.
Dawts Nov 5th 2009 11:10AM
I'll throw this out there now. $10 is not a lot for a vanity item. If you can't afford that you need to rethink paying for wow if your budget is that tight. It also will NOT lead to buying gear for money. I'll be first in line for a 280% proto-drake purchase. People just complain to complain, if you really want to complain about something let's go back to name changes, those are $10 and your name doesn't get to iceblock other characters names. I'm buying a KT ASAP
Jamesisgreat Nov 5th 2009 11:40AM
10 euros is a lot for a pet actually, mate - I could buy 2 pets or buy half an entire new game.
Nihillis_VC_EU Nov 5th 2009 12:13PM
10 Euros is, but $10 is not to us European types the climate being how it is. Something that bothers me about transatlantic games sales is that prices are nearly always the same numbers, meaning we get gipped something cronic whenever a new game/content is relesed (xbox live dlc points is a big one for this point for £ ratio compared to point to $).
It would be nice to see game companies across the board make their rrp for products a little more universal and realistic.
Tim Nov 5th 2009 11:12AM
I am not an obsessed player so I do have better things to do with this money. I will only play this game if the only thing I have to pay is the small fee we pay every month. If I have to start buying gear with real money I will shut down my account and move on.
Rugus Nov 5th 2009 11:14AM
It's fun to see how people really think that Blizzard is actually interested in "charity".
jealouspirate Nov 5th 2009 11:22AM
Agreed. Blizzard is a for-profit organization, and *everything* they do is for profit, directly or indirectly (ie good PR).
Rugus Nov 5th 2009 11:34AM
On the same line, it's amazing to see how many players are "really interested" in charity, now that Blizzard sells pets for real money. Hey, let's donate 5$/€ to a poor child and 5$/€ to Blizzard for a so-cute panda, instead of going out and drop 5$/€ to any random beggar who could have a hot meal. Nah, let's donate 5G and show how we're awsome by popping out the panda in Dalaran and going so people can admire us.
Bliz should have offered the pets for free, devoting the full amount of money to charity... if they really care about that. So far it's like trying to grab more attention and explore a new way to make some profit (using the charity wagon).
Ruhig Nov 5th 2009 11:53AM
Yeah, Blizzard is never interested in charity. Like how they didn't do something awesomely cool for a kid who was dying.
Oh wait. They did. And it was talked about extensively on this very site.
http://www.wow.com/2007/05/22/blizzard-and-make-a-wish-bringing-wow-to-life/
http://www.wow.com/tag/ezra/
Douche.
ZMES_Matt Nov 5th 2009 12:03PM
http://www.wow.com/2008/10/23/ezra-chatterton-passes-away/
To a certain extent, it may be true that any of the charitable stuff they do is "for good PR", but stop and think about what they did for Ezra for a moment. Sure, it undoubtibly gave them great PR, but they could have got the same PR for just meeting with the kid, showing him around and maxing his character's level and gear out like they did.
Did they stop there? No, they went even further and let this kid design his own PvP weapon! How freaking amazing is that?
Did they stop there? No, they then let this kid design his own in-game quest, which he got to even do the voice acting for.
Did they stop there? No, they then let this kid not only design his own flying mount, but made it the faster than any other mount in the game at the time, and to top it all off, they gave it to his character so he could be the first ever person to own it.
Blizzard could have stopped at any time with the charity for that kid and still had spectacular PR, but they went way over and beyond the call to give Ezra the memories of a lifetime.
I agree with a lot of people, saying that for the cost of the pets, more of the money should be going to charity than is, but you have to consider that the MAJORITY of the players that are going to use this pet shop, are going to do so while the money is going to charity, and as the pets are sent to EVERY character you'll ever have, they'll never be purchasing the Panderin again. So practically 90% of the sales or more are going to be made within the charity time; and I'll bet and arm and leg that they EASILY raise over $100,000 with this single pet for the MAW foundation. That's a ton of money. That's a life-changing amount of money.
So please stop acting like the ass-weasels that you are by trying to cheapen this amazingly generous donation.
jared.daniels Nov 5th 2009 11:15AM
As much of a longshot as it seems, I hope that if this kind of thing takes off, Bliz might lower our subscription fee. Maybe even from 15 to 12.
Hey... A Gnome can dream.