Posts Tagged ‘fairness’

Popular free-to-play browser game The Witcher:Versus adds premium content via microtransactions

Saturday, September 20th, 2008

Formerly known as The Witcher:DuelMail, CD Projekt and one2tribe have recently added premium content to the free-to-play title in the form of microtransactions.  While the premium content update is monetization model for one2tribe, there are a number of additional updates as well.  Players can expect to see leagues, tournaments, challenges, a full-featured RPG world, and other new features later this year.  One2tribe also plans on brining special events, competitions and more into play later this year.

Premium content features are scheduled to be released into game play on a staggered timeline.  In order to maintain balance and fairness (and presumably avoid the hate emails) in the now microtransaction infused game, one2tribe says,

“Premium content will be added gradually; the first premium access package will contain new features intended to ease account and character management; they include a rucksack for items that are not currently equipped, a history of fights against a certain player (for ultimate bragging rights), as well as a private duels archive. The designers will reveal additional details over the next few months.”

With it’s browser based accessibility, The Witcher:Versus is a perfect gaming fix for those of us that might be otherwise ‘occupied’ during the day (pesky day jobs that interrupt my gaming lifestyle).  It’s addictive “I’ve got another 3 minutes left on my lunch break, lemme just see if I can beat this guy this time” play style lends itself perfectly to working out a bit of mid day pwnage.  As a witcher, sorcerer or frightener, players lay down the gauntlet for other players in head-to-head battles using swords, magic, and claws.  Beating another player into submission awards experience and money which can then be used to upgrade the character’s abilities, via attribute upgrades, new skills, and better weapons.  The ultimate goal is to achive über status on the games online leader board.

With over 60,000 active members now battling it out, there’s always someone to either zap back to the stone-age, or teach you a thing or two about what game mastery is.  Head on over the The Witcher: Versus to sign up and play.

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Red Bull and Headshot: one opinion about micro-transactions

Sunday, September 7th, 2008

While free-to-play, micro-transaction based titles continue to be released into the market, gamers continue to argue and voice concerns of the ‘unfair’ game balance that these systems have the potential to present.
Obviously micro-transaction revenue streams offer small and growing publishers and developers huge potential (and a relatively low time-to-market process when using fatfoogoo’s software), these publishers still must listen to the customer while producing a product that is in a sense, for sale, just not in the ‘traditional’ sense.

The pitfall and issue that gamers raise is the unfair ‘pay to compete’ or my personal favorite ‘pay to pwn’ method.  One of the surefire ways to skirt the issue altogether is to offer micro-transactions as only a system for in-game socialization and customization.  EA’s Battlefield Heroes is doing exactly this.  All micro-transactions within the game are for character customization only.  And who can fault them?  This is EA’s first major foray (and testing ground) into the micro-transaction field, and it’s probably a wise move to try to please the largest amount of people.  With that said, on the other hand, I think we can all admit that the option to purchase the Sword of a Thousand Truths does seem a bit more appetizing than a new leather trench coat.

Enter stage left the marketing and copywriting department.  The trick here is to find the right nomenclature to get the point across without generating a huge backlash.  It’s not that publishers are trying to hide anything, but the North American market has already developed a predisposition to the term, and immediately jumps to the ‘pay to pwn’ supposition.  Granted, I’m generalizing here, but the haters are often the most vocal in their opposition.

One direction develpers can take is the phrase ‘pay-to-win’.  Players of any MMO (myself included) will always seek out better gear and methods of beating a particularly difficult challenge.  Whether it’s running back to the Auction House to pick up a few more potions, or farming a bit of buff providing food to eat before the battle, players will do it.  The downside to providing a ‘pay-to-win’ micro-transaction is that it then DOES provide an unfair game advantage.  By providing this unfair game advantage, publishers have just cut off their nose to spite their face.  In other words, by providing this advantage, the player thereby removes the ‘challenge’ of the game…the thing that keeps them interested in the first place.

The opposite side of the coin is to reduce to advantages of said micro-transaction.  While this preserves a bit more of the game balance and overall perception of fairness, the micro-transaction item has thereby been so watered down that players are bound to be disappointed by the value of their purchase.  This disappointment leads to even less transactions, and eventually stoppage of play.

Hang on one second while I down a Red Bull and munch on a Headshot bar.  Right…Ok.  Back.  Fired up.  Ready to Go!

While that might be a bit of an extreme example, you get my point.  If you want to think about micro-transactions as temporary boosts in blood sugar levels and heightened senses of awareness, you might just be on the right path to providing overall customer satisfaction.  By providing minor, brief enhancements that might perhaps unfair advantages, you’ve satisfied the customers desire to obtain über status, if only temporarily.  On the other side of the coin, by providing this advantage to be used against a difficult challenge, it only provides an advantage for a limited time, thereby maintaining overall game ‘fairness’.  This also follows the average lifecycle for an MMO player: constantly moving in and out of tough challenges and short-lived situations.

By providing micro-transactions via simple ‘click to use: lasts 2 minutes’ items, publishers are providing players with relative ‘instant gratification’ with satisfying, yet reoccurring micro-transactions that will continue to deliver a steady stream of revenue.

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