This week, I took a
bit of time to myself to fight off my sickness. I got hit with a bad
combination of pink eye and strep throat last week and I've been
doing everything I can to keep things going, both here at the
Cybertavern and in my regular life. As you can imagine I was in
unbelievable agony.
However, a few days
ago I felt good enough to actually try to get out in the world again.
Took care of some minor things, double checked my income since a new
Nintendo console is coming out next week and I'm hyped as all hell,
stuff like that. I even got a chance to have some time with Ubisoft's
new game, For Honor, courtesy of my local Play and Trade's rental
service.
Contrary to what
some mouth-breathers online will want you to believe, you don't just
“get” free games just because you're a game journalist and
critic, it's more a matter of if rather than when at the small fry
level.
Anyway, I booted up
For Honor on the store's PS4 and played roughly an hour of it. Yes,
an hour. It is completely possible to get a feel for a game in terms
of progression and ideas in a longer amount of time, but when you are
strapped for money and time, a small look is better than no look at
all.
First impressions
were nice. I got through the tutorial, played the first mission of
the game's story mode and tried two games of the online multiplayer.
I liked the combat system, a good combination of the mind games and
combo attacks found in a fighting game with the realistically
cumbersome and meaty animation that would come from medieval combat.
The tutorial even did a good job breaking down and demonstrating the
importance of the game's different stances, attack types, and
environmental awareness, which was a plus.
After finishing the
tutorial, I got myself 2000 of a special material called Steel and I
didn't think much of it. Thought it was a simple in-game currency
used to unlock new abilities and warrior classes, similar to the
money system in Call of Duty: Black Ops or the Credits in Titanfall
2.
Then....I got to the
online. Turns out I was right about the Steel, except that the amount
given and the amount received by winning online matches is akin to a
drug dealer giving away the first taste for free. With 2000 Steel to
start with, I can use it to buy special weapon and armor packs full
of cosmetic things for my warriors, all randomized of course, and
there's even a certain level of paying to win going on, since some of
the gear has RPG elements that can give you a notable advantage in
two of the larger scale online modes in the game. Stuff like being
able to consistently hit for double damage for example, blatantly
unbalanced stuff. Also, the game's multiple character classes, 12 in
total, can only be unlocked by spending 500 Steel for each. As for
the packs, they'll take a couple hundred to tie you over. Of course
by spending north of twenty minutes in a game whose netcode is about
as stable as a mental institution built on a fault line and
ultimately winning a match nets you the grand total of...about twenty
Steel, if you're lucky.
Or... you can take
out your credit card and spend anywhere between five to A HUNDRED
DOLLARS to get more Steel! Up to a hundred dollars! For in-game
currency! In a game that is currently priced at sixty American
dollars with a thirty dollar Season Pass of downloadable content to
buy!!
Here's a visual
representation of how I feel about such a practice ever since it was
implemented by the likes of EA in Mass Effect 3 and Dead Space 3 and
since adopted by EVERY OTHER DISGUSTING EXCUSE FOR A GAME PUBLISHER
THAT LOVES FUCKING THEIR CUSTOMERS OVER FOR SHORT-TERM PROFIT!!
And I can already
hear multiple people dish out the same justifications and arguments
to this practice – one that's been going on for almost a decade,
that I hear them in my nightmares. Let's go over them together shall
we?
They're Just
Cosmetic, Stop Complaining!
Now normally yes. In a standard online game with a standardized form
of progression that focuses on individual skill and merit, such
things are cosmetic.
A grand example would be the shaders and emblems unlocked in Bungie's
Destiny. Now, for all of the problems I still think that this game
has, it is in this respect that I genuinely believe the developers
should be credited. By achieving certain feats in the game, either by
finishing certain story missions on a certain difficulty, pulling
through a Raid with your team, or even just getting lucky with an RNG
loot drop, you get a shader which cosmetically changes the appearance
of your character. Same thing with Emblems, little icons that go next
to your name. They give no real advantage to actual gameplay at all,
but it is still a sign of mastery within the game's world.
Now, imagine this scenario. You go through the hardest challenges
imaginable in your online game. You go on a massive winning streak,
you get a team together and become truly amazing. To commemorate
this, you get a special totally cosmetic look for your character, one
that every knows as a badge of legitimate badassery.
Now
picture how much that level of reward is diminished by the fact that
anyone can just buy it. If someone just paid enough money to also
have this item you worked really hard at. Worse still, these people
pay up and get everything in a matter of hours where you may have
taken weeks of your precious time to get this item.
Congratulations, you have just experienced one of the many ways a
free-to-play experience manipulates you into paying for “just
cosmetic items.” It's a classic duality of the Haves and the Have
Nots, an expression of excess the Haves opt in to, which leaves
a level of envy in the Have Nots which facilitates an attempt to
bridge the gap in the fastest way possible: with cold hard cash.
It Doesn't Affect
Gameplay At All
HAHAHAHAHAHHAHHAAA!!
Oh wait, you're being serious?
Alright, fine. Technically this excuse gets lumped in with the other
one, as if the two are connected, but that does an absolute
disservice to what microtransactions in AAA games actually utilize
psychologically on the player. In fact I alluded to one of their
biggest inspirations at the end of my last paragraph: Free-To-Play
games.
Yeah, not only does this practice actively undercut and lessens the
impact of earning stuff in-game yourself, there's a legitimate use of
psychological tactics going down that mobile free-to-play games have
refined to a T.
There are literally hundreds of thousands of studies by professional
psychological institutions on the subject and their findings can be
found everywhere from The Huffington Post to The New York Times,
seriously just Google search “Free-To-Play Psychology” and get to
reading. For those of you too lazy or hopped up on whatever the heck
the drink of the week is, let me give you a crash course.
A Free-To-Play game hinges its entire long-term strategy on getting
you to pay real money, the developers have to eat after all, and to
do so it balances convenience with the player's patience. To this end
they usually give the player a seemingly large amount of the premium
currency upfront, to allow them to get used to being able to get
certain items, or since gambling compulsion is much easier to
monetize, use it to buy packs with an element of randomization to it.
Once that currency is gone however, the player's ability to earn this
premium currency in-game slows down to a trickle, forcing them to
either go through slogs of repetition to get a miniscule amount of
coin to hopefully roll the dice some more. But the entire time,
there's the simple temptation to just buy more currency rather than
relentlessly grind for weeks or even months.
This is an active use of psychological warfare on the player and it
is a deliberate choice by the developers. It is all too easy for an
untrained player to look at this model and wonder how this is any
different from a regular progression system found in modern games
like Call of Duty. Except they are completely night and day. A
regular progression system, the kind with no need to shake you down
for money, actively goes out of its way to deliver the player a
consistent dripfeed of new content to maintain engagement and to
reward their investment in the game. Getting a new type of Sniper
Rifle or buff in Call of Duty, obtaining some Legendary gear in World
of Warcraft, all done to keep the player wanting to play more to see
what they will unlock or accomplish next with the new set of tools
they have earned. A Free-To-Play progression curve actively forces
the player on a treadmill, they want to make the very act of grinding
and earning in-game cash the hard way to be a slog, the intent is to
get you to pay not to enjoy playing for free. Despite certain olive
branches are seemingly enticing early game buffs, eventually the
grind will come.
And in a Free-To-Play game, that makes a perfect amount of sense.
It's your entry fee, an unspoken rule of what you are getting into
when you play one of these games. And in this respect the
Free-To-Play model is perfectly reasonable, let me make that clear
right now that I am not against this practice in its respective genre
and platform.
But this very psychological pummeling and penny-pinching model
becomes a lot less easy to swallow when you take into account that
the initial game isn't for free and on something as ubiquitous as a
phone. Rather a game you pay sixty dollars for to play on a dedicated
gaming machine that ranges between 300-500 dollars – even more if
you play on PC, and then decides to pull this nonsense on you rather
than actually treat a premium retail experience with a certain level
of respect for its consumer.
As for how much resources and work hours implementing such a system
can otherwise destroy a developer's original vision, look no further
than an interview with the director of Dead Space 3 conducted by
Eurogamer.
Which brings me to....
It's Not A Big
Deal, I Don't Have to Pay At All Cuz I'm Not a Wuss
Seriously, insert any macho swagger you want because it all comes
from the exact same conceit: It's not my problem because it doesn't
work on me.
Except that completely misses the entire point of this entire rant,
the fact that your very willpower is being tested!
If I picked up a bunch of colorful knives and proceeded to stab you
in the chest with them, don't worry they're all just cosmetic, your
first response to this assault would not be “don't worry I
remembered to wear kevlar under my clothes today, good luck breaking
that,” it would be, “what the hell are you doing? You told me we
were just going to the park! Stop it I didn't ask for this at all!
Someone call an ambulance!”
Which lies at the heart of why I absolutely cannot stand
microtransactions in full-priced retail games. It helps absolutely no
one, it actively makes games worse, and it will negatively affect your play sessions even if you go out of your way to ignore it. Sure the company will cite
profits and excuse it by saying “mobile games do it so why
shouldn't we,” and there will be defenders of the practice, but
much like the very model itself, patience as well as money will run
out, and all that will be left will be a bunch of angry consumers
that will get tired and just leave.
This is extremely painful to even bring up because, as I mentioned
way back in the beginning of this column: I really did enjoy what I
played of For Honor. But rather than having the game respect my
intelligence and my time, it started acting like a shady casino
owner, giving me some gambling chips and telling me to totally have
some fun at the slot machines. He tells me I have a really good
chance at hitting it big.
And for a game that is all about simulating the rush and visceral
satisfaction of meeting and defeating rival warriors on a medieval
battlefield, that very concept and analogy is so incongruous it
completely killed any interest I had for it or anything else Ubisoft
would do with it in the future.
In short, screw microtransactions!
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