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 5 of 12)
Rugus Nov 5th 2009 11:39AM
Yes, they did for the cause of charity, not because that would have helped spreading out the Blizzard name (even more). Coem on guys, try to see beyond the surface. Charity does not need to be "shown". Real charity is made by those who give concrete help/money to those who need it, without needing to show all the world "how good you are, because you helped someone".
Bellygrub Nov 5th 2009 11:45AM
@JP
Blizzard could have just brought the kid in, showed him around a bit, gave him a hat and sent him on his way. They went a little bit beyond that though....
You know not everyone at Blizzard is a heartless CEO or money leeching robot of some sort. Blizzard is made up of real people who do have feelings. Not everything is so black and white. Cripes.
ZMES_Matt Nov 5th 2009 12:08PM
@Rugus
I may be wrong, but I don't remember EVER seeing blizzard mention Ezra on their site. Everything that I read about was here on WoW.com, as they cover what's happening at blizzard. Seems more like someone just heard about the amazing thing Blizz did and decided to report on it.
Drahliana Nov 5th 2009 11:22AM
It's not really much beyond spending tons of bucks to get TCG boxes for hunting those rare ingame codes for pets, and a lot cheaper as well.
The sliding slope may just stop here. As cute as these pets might be, they do provide no ingame bonuses or benefits. So far we have no indication that Blizzard is going to cross that particular Rubicon.
And a Rubicon it would be.
DesertFox82 Nov 5th 2009 2:12PM
If you prefer to grind for you pets, then why not try some real-world grinding for your real-money pet?
Skip the $5 coffee for four days and pocket the savings. Tada! You can buy both pets. Feeling like you should have a more intense grind? Collect aluminum cans for a month and sell them to a recycling center. Are you truly hardcore? Sell blood and plasma a few times.
Oh, and quit your whining.
SaintStryfe Nov 5th 2009 12:44PM
thank you!
On mmo-champ yesterday one person was complaining that to play the game "His Way" would require a faction transfer, and a server change. he complained this was unfair.
I just shook my head. It's not a right, what it is, is a convenience. A Server Transfer is what, 40$? And a Faction TRansfer 35$? Total 75$?
Let's pretend you don't earn much: 7.50$. It would take you about 12 hours of work to do that (with taxes).
Can you level a new character to 80 in 12 hours? No? THEN IT'S A BIG FARK CONVENIENCE NOT A FARKING MICROTRANSACTION.
And I trust Blizz never to sell a game-changing/un-balancing item. Blizz has treated me right for the most part for the three years I've played.
Tim Nov 5th 2009 11:34AM
With economic recovery coming next year Blizzard is probably seeing the writing on the wall. The last couple years socializing with your friends in game has been cheaper than going out. With the strong possibility of unemployment starting to drop and most people starting to make more money some of us will probably quit wow for real world career boost and adventures. There will be enough of the really obsessed players around who will spend there last dollar on in game treats.
Blizzard is just like any other company. They exist to make money.
Skem Nov 5th 2009 11:36AM
I play wow because I would rather pay a subscription than a micropayment.
So I am not a fan of where *I think* this is going... but you never know- they might find the right mix :)
L33T15T Nov 5th 2009 11:36AM
Great informative article, Mike.
These pets are really cool, and I was planning to buy a pandaren, but your story has me thinking twice about it and where the possibilities may lead.
I'd never want this game to be based on more $$ = better stats. But it could, and there's the quandary.
Blizzard is a company with integrity. On one hand, I think it's great that anyone can get one of these pets without worrying about the trading cards, and $10 seems a fair price expecially with 50% going to charity for a while. Like you said, they're vanity items. Cool to have, but not essential. The problem is where it could possibly lead.
What I'd prefer to see is some official statement by both Blizzard and Activision that, outside of expansion purchasing, virtual items will remain along the same 'vanity' vein. I'm not naive enough to think that even with such a statement it couldn't still occur, but I'd feel a lot more comfortable.
Jon Do Nov 5th 2009 11:53AM
Actually, Blizzard has already made an official "vanity items only" statement in their Pet Store FAQ.
I'd suggest that WoW.com put up a poll to see how many people actually believe that...
rdjuanto Nov 5th 2009 11:37AM
The problem I have with the new feature is that people can start selling these pets for in-game money. Which realy is an indirect way of buying gold with real money. I am pretty sure that people already are selling them.
The only way to make sure that microtransactions will not affect the game is to get rid of the option of sending the items as gifts.
Rugus Nov 5th 2009 11:40AM
Like "hey, can you sell me that cute panda? I offer you 5000G for your 10 bucks".
Horrid, but possible.
Jon Do Nov 5th 2009 12:04PM
These pets are already being exchanged for gold.
Surely Blizz had to see that coming.
But they made the pets tradable anyway.
Jon Do Nov 5th 2009 11:55AM
@Rugus
Already happening, started last night.
rdjuanto Nov 5th 2009 11:55AM
Exactly. People are willing to pay lots of extra G's for pets that are sold by NPC, just for convenience. Imagine what they would pay for a "premium" pet.
Game by Night Nov 5th 2009 11:48AM
I have an article up about why people have problem with this, even though they're only "vanity pets." There's more to it than that, people. Check it out and see if it explains a bit more than the brief comments seen on this site.
Chris (Game by Night) Nov 5th 2009 11:48AM
Whoops, wouldn't take the link.
Here's the URL: http://www.gamebynight.com/?p=719
Killrah Nov 5th 2009 11:40AM
I am concerned that there is no clear definition of what items and benefits are acceptable for microtransactions. Blizzard has stated they are ok with providing numerous items for money. To quote:
"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."
So we can expect cosmetic items like mounts, tabards, more pets, and vanity items for cash in the future. But to quote Blizzard again, their criteria for what is and isn't accpetable to sell is as follows:
"what 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 key phrase is "detrimental to the game". What does that mean exactly? Who defines what helps or hurts the game? Blizzard does, of course. They have stated that 3rd party gold sellers are detrimental to the game as the gold comes from compromised accounts. But wouldn't it be both safer and more profitable to eliminate the gold sellers by selling gold directly? One could argue that eliminating the shady gold sellers, and providing a legalized way to buy gold, is less detrimental to the players than the current situation where accounts are compromised left and right. The arguments for and against legitimizing gold selling is similar to the debate over the legalization of drugs like marijuana in the U.S. Of course, since gold is digital, there's an infinite supply (and profit) for Blizzard, up to a point where the economy is destabilized.
The repercussions for an infinite supply of gold likely means Blizzard will never sell gold. However, for items which are fixed, non-tradeable (like bag slots, gear, and experience points) Blizzard could argue that making these sellable does not detract from gameplay. Just as character or faction transfer provides an extra level of convenience, so would extra bag slots. Or less xp per level. Heck, they already half-legitimized xp for cash with the recruit a friend program. Now they have the tools to just sell the xp bonus directly.
I fear what greed could do to this flagship game.
Rugus Nov 5th 2009 11:47AM
> The key phrase is "detrimental to the game". What does that mean exactly?
> Who defines what helps or hurts the game? Blizzard does, of course.
Things change over the time. If you go back to Vanilla Wow, neither Blizzard or any other player would have ever thought about gender, faction and race change. The key word was "learn to play your class". I think these features should have been ingame since the beginning, to be honest, as people can get bored and have no time to re-roll a new toon from scratch just because they got bored of race, gender or faction. In fact... after tons of qq, begging and proclaims... Blizzard offered these options.
Same goes for "real money for vanity stuff". They start with vanity pets and try to get some cover behind the charity factor. Later, charity will be gone and 10$ will be a full price for a pet.
People say "well, I do 10$ in 1 minute of my real life work, who cares get a job". It's not a matter of "how much real money you can grind each day". It's just a fact that Wow is deeply changing and old customers not always like that.
And to be really honest, I can't understand how they give full patches for free (3.1, 3.2, 3.3, ...) and have the courage to ask 10 dollars for a panda. I would understand a 1$ fee, maybe... but 10... come on.
jealouspirate Nov 5th 2009 12:33PM
I totally agree with this. There is no good definition of what the "core gameplay" is anymore. You can say raiding, or pvp, or whatever... but the fact remains that vanity items have become a HUGE part of WoW, there are achievements linked to them and players invest many, many hours of game time to collect them.