The Lawbringer: What World of Warcraft can learn from other microtransaction models, part 1

Pop law abounds in The Lawbringer, your weekly dose of WoW, the law, video games and the MMO genre. Mathew McCurley takes you through the world running parallel to the games we love and enjoy, full of rules, regulations, pitfalls and traps. How about you hang out with us as we discuss some of the more esoteric aspects of the games we love to play?
Microtransactions are here to stay. We were wary and scared in the beginning -- it was a brave new world, having the gall to ask consumers for a couple of bucks for horse armor. DLC (downloadable content) and microtransactions evolved over time to include better customization, new missions and levels, convenience purchases, and more. The industry began to shape itself around the growing need for better revenue models, as well as conforming to the needs and wants of players while remaining (hopefully) pure in motive.
Microtransactions are here to stay. We were wary and scared in the beginning -- it was a brave new world, having the gall to ask consumers for a couple of bucks for horse armor. DLC (downloadable content) and microtransactions evolved over time to include better customization, new missions and levels, convenience purchases, and more. The industry began to shape itself around the growing need for better revenue models, as well as conforming to the needs and wants of players while remaining (hopefully) pure in motive.
With the huge success of the free-to-play model in the United States and Europe, a feat which many said was not going to go over too well outside of the Asian markets, paying for your game over time instead of up front has become a staple, an afterthought, to gamers.
World of Warcraft isn't going true free-to-play any time soon, of course. The subscription model works for WoW in a fairly unique way. The number of global subscriptions for WoW make up such a huge, defined income that removing that income from the table in favor of the "5-percenters," the people who presumably pay for items in-game, would be almost criminal in terms of corporate mismanagement -- unless, of course, you could make more money on those 5-percenters than you do on 11.4 million monthly subscriptions, which seems like a hefty move to make.
There is no denying that Blizzard is dipping its toes into the microtransaction waters with the Blizzard Pet Store, selling virtual goods to players, including companion pets and mounts. Blizzard has sort of bucked its own trend when selling these virtual goods, creating its own unique understanding of selling pets and mounts: When you purchase a pet or a mount on the pet store, it attaches to your account rather than your character. In the past, and still going forward, Blizzard's other quasi-microtransaction avenue for pets and mounts, the WoW TCG from Cryptozoic, attaches pets and mounts to the character and arguably end up being much more expensive on a free market than Blizzard's own pets and mounts.
Adding licenses to your account from the pet store creates a new incentive for your account to stay with you in perpetuity, since your account grows with each thing you add to it. Presumably, you are going to want to hang on to your account forever, adding game licenses like Diablo 3, as well as pet and mount licenses for all of your games included.
The account enhancement model is not exactly new, but it definitely works for Blizzard's setup and the type of microtransactions that it provides. The complaint that I hear all the time with regard to Blizzard's microtransaction model is that these virtual goods cost too much and create incentives (like the coolest-looking mounts) for players to fork over more cash than their monthly subscription.
My response usually goes one of two ways. The first is a solemn reminder that microtransactions are here to stay and that no one expects you to purchase what you don't want (since you don't have a gun to your head, so to speak, when you see someone riding around on a Winged Guardian mount in Orgrimmar). The second response usually goes a little like this: Have you seen the microtransaction market outside of World of Warcraft? Because let me tell you, friend, WoW is holding back on the model more than you could ever imagine.

You really think WoW is bad? Blizzard is atop a bucking bronco of cash-ins that it's not going for. One mount a year for the last two years must be the hardest thing to explain to hungry investors looking for short-term profit and big, big numbers for their stock. Those earnings calls must be hell for Mike Morhaime, who completely understands that too much too fast would kill a good amount of brand loyalty, even if it doesn't really effect the game being played. It's all in the eyes of the player.
What follows in the next week or so are examples of games out right now that are doing well for themselves, making money, and working with currency and item selling that have turned these games into services. WoW could probably learn a lot from these games and heed their micro-transaction pitfalls. Nonetheless, after reading about these other games, maybe you will appreciate the potential gravity of the situation at Blizzard HQ and realize that the nickel-and-diming perception is in fact less than you think.
Of space monocles and currency
I was determined to write an entire Lawbringer about the EVE Online monocle fiasco but was having trouble tying the whole thing to WoW. This is a WoW column, after all, and I realized that Blizzard could actually learn a lot from the monocle controversy through learning the pitfalls of player-run economies. The monocle thing is too good to pass up, though.
If you are scratching your head wondering why there is a controversy over monocles in space, let me illuminate the scandal for you. EVE Online is a space simulator game from CCP. It boasts a huge universe to explore and massive space battles. I read the forums about these, because the game just isn't for me; EVE is the best game to read about.
In EVE, there are currently three types of currency that players can collect -- ISK (in-game currency), PLEX (30-day game time, purchased with real money), and Aurum (customization store currency). ISK is used and collected in-game to purchase items and upgrades to your ship, as well as to purchase PLEX on an open player market. PLEX is used to re-up your game time to EVE and can be purchased with real money. Here's the kicker: PLEX is also able to be traded in-game. Players can purchase PLEX with real money and sell that game time to players in game for ISK. That's how you can essentially "purchase" currency in EVE. Aurum is purchased with PLEX, which you can sink some real-life cash into or purchase on the open market for ISK, and then convert into Aurum. Are we on the same page still?

One particular item, a monocle for your character, cost more Aurum than most shirts, pants, and other items in the store. If you wanted to purchase enough PLEX to then trade in for the Aurum needed to purchase the monocle, it came out to around $70-80 in PLEX.
The immediate answer to this is that PLEX is available on the market for in-game currency. If you have enough ISK, you are able to find your way to the amount of store currency needed to purchase these expensive items. The cost of PLEX for ISK rose dramatically, and many players felt that they needed to purchase PLEX because the amount of in-game currency needed to buy the more expensive items in the store became too great. The only way to purchase Aurum with ISK is to purchase PLEX, which is sold by players on an open market. There is no standard for players who want to purchase goods with in-game currency.
When all of these factors drove the "cost" of Aurum items up, the players got mad, the internet took notice, and screams of $70 monocles echoed in our ears. It's one of the dangers of a player-driven economy, in that the economy does not work in a perfect world despite the developers' having enough control to make it a perfect world. It is an odd thing, really.
Learning from giving players a say
So what can Blizzard learn from something like this? What can Blizzard steer clear of when moving forward with micro-transaction models, without falling into the public relations nightmare of a $70 monocle (ignoring the already huge and old controversy of a $25 sparkle horse, of course)? The EVE problem was that there was an element of the playerbase that set some of the cost of in-game items. Blizzard would be wise to never let players play with the economy of virtual goods that can be purchased with real money. Players scream for these items to be available in game as well as in the store, so that everything is available to everyone, no matter how much money you have or time you have to commit. To this, I say that this does not have to be the case, at least not with cosmetic and customization items and goods. It would be nice, sure, but Blizzard already has to deal with the incredibly destructive nature of gray-market gold selling, and you aren't likely to purchase gold from Blizzard any time soon.
EVE's intentions were pure, but it seems that it would have done better with making cosmetic items purchasable with a new currency that players had to buy themselves, without a liquid component to it. If you're going to sell items on a store, make certain that you can set the price yourself and have no other market influences other than your own. Players are left with prices they can count on and no terrible PR about $70 monocles.
Next week on The Lawbringer, we will explore more micro-transaction models and see how Blizzard and other developers can learn from the successes and failures of others (specifically from Second Life, League of Legends, and more). Hopefully, we can live in a world where micro-transactions are fair and fun as opposed to being stigmatized based on the follies of the past.
Filed under: Analysis / Opinion, The Lawbringer






Reader Comments (Page 1 of 2)
Wolfbeckett Jul 29th 2011 5:24PM
That monocle "controversy" sounds to me like a whole bunch of self-entitled children crying about nothing. I personally couldn't care less if Blizzard introduced a mount that cost $5000, I don't have to buy it. Bitching and moaning over completely optional cosmetic items is the epitome of childishness.
alieria Jul 29th 2011 5:29PM
If you had read anything on this site/sister sites about this, it wasn't the monocles they were concerned with - it was the potential in-game 'power' that developers had discussed that they were worried about.
Try to be informed before making inane comments like that.
Wolfbeckett Jul 29th 2011 5:33PM
I was replying to the article here and as such, had no need to do extra research. I don't play EVE and I don't care about EVE. If the article did not give enough information for people unfamiliar with the story to properly understand it, that's not my failing.
Oakraven Jul 29th 2011 5:42PM
Part of EvE onlines problem was that they basicaly screwed up
They originaly planed to have a broad line of items at launch (something on the order of 30-40 Items). . . and when they realised that they were not going to be able to get them all ready
For example, a Glitch with the Carbon Engine actualy keeps some items from rendering properly unless you have something comprable to a Gforce 4XX or better due to how Carbon forces the GPU to try to render some objects as aposed to the CPU doing it nativly,(Bascialy, they were trying to avoid naked avatars)
Others just were not ready due to cliping issues with the modles(basicaly a problem with how the program adjusts the outfit to your body type and considering how flexable the Avatar design is(you can ajust breast size, shape AND location on the body(within human paramiters) for example for both male and Fm characters. it was posible to make a male with "Superbodybuilderbuild" have a shirt that cliped under his chest on Sisi)
On top of that, the EVE developers realy consider Plex to be kind of "Gold money" to the ISKs "Silver" money,(basicaly the supply of plex increases at around 13-15% a month while plex used (for gametime) has gone up at a rate of 7-10%, all while plex has increased in price over time, yes even with the latest blowout in plex pricess from this botch) and wanted the Aurum to more or less "Stablise" things by more or less stabilising the price of Plex by linking it to ingame items that could be bought with Aurum from the NPCs and then sold for ISK to other players..
the problem from the start was that it would still be cheeper in game to just buy the plex yourself and get the items, and not have the hastle of having to go find the items in the marketplace from someone who was selling for the least markup on what they payed for it, then fly out to pick them up or pay another ISK surcharge to have them delivered to you whenever someone could be arsed to actualy deliver the items. (oh and have enough isk to pay the minimum 110% of value colateral that you need to keep them from just pocketing the items you want delivered, never mind that most haulers dont haul anything with over a billion in colateral. . ..
over all there was a lot about this that was aparently not thought out, and or not done to plan.
Oakraven Jul 29th 2011 5:44PM
(sigh that should read)
They originaly planed to have a broad line of items at launch (something on the order of 30-40 Items). . . and when they realised that they were not going to be able to get them all ready. . . decided that hitting the release date was more critical than having the complete product ready to go.
Oakraven Jul 29th 2011 5:50PM
"Carbon forces the GPU to try to render some objects as aposed to the CPU doing it nativly,(Bascialy, they were trying to avoid naked avatars) " should read
Carbon forces the CPU to try to render some objects as aposed to the GPU doing it nativly,(Bascialy, they were trying to avoid naked avatars)
(footnote, thats when the GPU/Drivers do not have the internal code suport for parts of the rendering engine(the pre 4XX dont, forceing Carbon to do part of the rendering on the CPU not the GPU, for some reason this was causing some clothing items to basicaly not render at all)
Lucidique Jul 29th 2011 5:51PM
In regards to League of Legends, their microtransaction model is... too expensive for my taste. They have two types of currency: Influence Points (IP) gained by playing games and partaking in The Tribunal and Riot Points, which is bought from the Store. This is used to buy skins for your favorite champions and also new champions, in case you don't want to grind in the IP needed.
On average, when you win a game you gain 130 IP. If it's your First Win of the Day, you gain an additional 150 IP. Most champions these days cost 6300 IP. 6300 / 130 = 48,46. This means you need to win 48,46 games to get a new champion. Many people don't have the time for that, since most games take 30-45 minutes (37,5 * 48,46 = 1817,25 minutes of playtime to buy a 6300 IP champion) Suddenly, simply paying 10 Euros for 1779 Riot Points seems much more reasonable.
This is all before talking about buying Runes for your champions to optimize your gameplay, new Runepages (think multiple mastery trees). Their model is really tailored for the user to buy Riot Points.
Lucidique Jul 29th 2011 5:57PM
Forgot to add: Champions cost 975 Riot Points and the price of skins vary from 520 (very few are lower than that) to 1820 Riot Points. Granted, when you buy 1820 RPs you really get your moneys worth. Slick, absolutely amazing new skins with new sounds added. For an example, check out 'Olaf Champion Spotlight' on Youtube, and then the 'Brolaf, the King of Bromacia' on Youtube as well. That demonstrates it properly :)
Randomize Jul 29th 2011 5:55PM
$70 for a monocle is, quite frankly, a gigantic money grab. It's one thing to have a F2P game that charges for a bunch of vanity crap, it's another thing entirely to devote significant man hours towards the development of vanity crap in a subscription game. One poster on Massively had a good point, in that buying one monocle is the equivalent of three and a half months of subs.
The worst part is that those insanely overpriced items were for a pilot model that is almost never looked at. It would be like spending $30 bucks to give your sparkle pony a glowing gold saddle. It might look cool, but is it really worth it? The last thing we need is for any game to be consumed by greed and ignore anyone that won't buy mountains of crap.
thawedtheorc Jul 30th 2011 2:34AM
Greed is a subjective word that gets over used. But I do agree that adding silly items into a game for $70 would make me quit playing asap.
It screams, "We are not that concerned with constantly working on bringing you great new concepts! But this expensive fake item will make others know you have lots of disposable income in RL!!!!"
The number one driving force of the human condition is to feel good. This kind of business model is focused on those who take short cuts to feeling good about themselves.
loop_not_defined Jul 29th 2011 6:18PM
Huh. I would've thought the outcry would come from the cost of PLEX drastically increasing with the opening of the Aurum store, putting the cost of Game Time far out of reach of those who depended on purchasing it with ISK. $70 monocles seems like a rather shallow topic to complain about, in comparison. Or I'm just missing something.
Mathew McCurley Jul 29th 2011 6:44PM
That is implied in the whole "PLEX costs went up due to their demand." It's a multi-faceted screwup.
icepyro Jul 29th 2011 7:26PM
I think the outcry is about the price of PLEX in general, whether it's for game time or for the monocles, but the cause for the price is the monocles and Aurum in general.
More specifically, everyone remembers when P amount of PLEX cost price X in ISK. Since nobody wants to pay $70 for monocles, and you can translate P -> A (Aurum), then in many people's crazy theory, it should cost X and nothing in real world since X -> P -> A.
However, since somebody somewhere has to buy P for it to be available, somebody somewhere is still paying $70. SInce more people want P for A, naturally the price in ISK goes up and/or supply will run out.
So the outcry then is that not only do the monocles cost $70, but it's "destabalized" the market for PLEX, so those getting PLEX via in-game methods can't do so because all the PLEX is gone or is close to gone and many times more expensive.
tl;dr - Without Aurum, PLEX market would have never skyrocketed, and the in game economy would have remained stable. Therefore, it's because of the monocles (the most popular item) that the game economy sucks.
Maybe if PLEX wasn't part of the equation, people would realize that the monocles cost somebody $70 and then wouldn't complain when you can't just go out into space and farm up more like you can minerals/herbs in WoW.
Matthew Jul 29th 2011 6:27PM
And then there's the Smurf online thing which has children buying bushells of something for heaps of cash. :(
kaminari Jul 29th 2011 6:45PM
Mathew monoclegate was not about the item store, it was the leaked internal memo/magazine that said they were thinking about selling in-game advantages in the store, to put it in WoW context it would have been like mmo-champion had datamined purples for sale when they announced the sparkle pony.
Mathew McCurley Jul 29th 2011 6:49PM
The monocle controversy had many facets -- I chose to focus on the issue with currency cost issues and player-driven price increases opposed to the "selling power" part. That is for another article. This one is about player-driven economic factors revolving around PLEX.
Oakraven Jul 29th 2011 7:59PM
the whole plex issue itself is complicated.
Its basicaly CCPs attempt at a "FTP/Feemium" game. Originaly it sprang from a weird way to allow a small (they openly suspected around 5%) part of the player base to have an alternate way to pay to play by letting them pay ISK for GTC codes. then they realised that it was impacting the "black market" ISK sellers (who were offering a "better" return than the then existing GTC exchange) and created the P.L.Ex (Pilot Licence Extenstion)
Now theres one plex traded every month for every 3-4 accounts in game. more plex are/were created in 18 days in december of 2010 than are used in the previous 30(this was pre Aurum shop) this worried CCP enough that they actualy admited on more than one occasion that if they felt they needed to they would actualy step in and buy up "surplus" plex with ISK, or use plex to "sop up" excess ISK. (they have also started handing out Plex as a reward for signing people up to play. yes they know that some people will simply use it to spawn a small fleet of "51 day"alts, given the skill system in EVE that does not realy worry them)
kaminari Jul 29th 2011 8:11PM
indeed monoclegate had many facets, and the article says it's part one, but I found it was odd that you left that out since the prospect of EvE going pay to win what bothered the community the most, may be I was impatient and should have waited for part 2 or 3 in the article =)
Mathew McCurley Jul 29th 2011 8:40PM
I will be addressing "buying power" in the next one, talking about the good ways to do it (League of Legends) versus the terrifying potentials of the wrong way (Battlefield 3 preorder, anyone?)
Oakraven Jul 29th 2011 8:58PM
you somehow missed the skunkworks that erupted over the SW:TOR LE "VIP Store"
fortunatly that was short lived when they said "bascialy its recolors of existing items and a "private room" that is that shop.