Originally Posted by Sylon
Consider your movie example. Yes it is relatively cheap to entertain yourself (assuming, you can be entertained by it indefinably...which we all know to be false.) but the problem is this.The average cost of a movie is say $12. Now, imagine a year or two go by, you've been busy and decided hey lets go to a movie today! You get there, pay the $12 they charge you, sit down. Now someone comes up to you, and says if you want that drink rest to be put down so you can use it....that will be $2.00. Sure, you can go through the experience without it, but it should have been part of the experience, like it was in the past. You want to go to the washroom, and guess what..they're charging you another $2.00. Again, there is no law saying one has to include a trip to the washroom with each movie stub...but wth?!??!!? Sometimes it's not the money, its the principle of the matter. If this is implemented in games, it'll probably be done just like DLC, you can finish the game without it...but this adds something which should have been included in the game in the first place.
See how that could make people rage? The value of the $60~ is not in question. They want to impose this charge to offset the lack of interest in their games. In their mind say 10,000 copies are sold. At say an even $60 bucks that's $600,000. Lets say the game costs a total of $700,000 to develop so far. Now they have to come up with the $100,000 somehow just to break even. How do you do that? Charge your existing customers again. With all the Ubisoft news lately this seems to be just businessmen looking at the situation and asking "how can we make more from what we have?"
The scary part is they don't even try to answer the most important question. Why are people willing to buy other peoples software, but not ours?
If it really was like that
, then yeah, I would rage. But in reality, micro-transactions generally aren't like that. At least not in AAA titles. There are a lot of shoddy F2P MMOs out there that have a pay-to-win model, but mainstream games don't sacrifice the quality of their experience just to make a few bucks. In the movie example, gaming micro-transactions would be more like the snack bar. You don't have to buy snacks to watch the movie, and they in no way affect the just $12 experience. But if you want them you can buy 'em.
Granted, everybody hates spending more money on a game they already paid $60 for, because we're all cheap bastards and we hate spending money on anything. But the success of DLC in a lot of major AAA titles is huge
, and companies are making tons of money off it(people have bought DLC buy the truckloads, even the infamous Oblivion Horse Armor DLC). So they're going to keep implementing the system, and as long as it doesn't affect the 'vanilla' experience negatively, who cares? You don't have
to buy anything. And if you don't want to buy the game at all for that reason, that's your choice. But it is an undeniable fact that games are getting more expensive to develop - there's no room for you to say they aren't, its just not true.
Micro-transactions are just another form of optional DLC that companies can profit from. Key word: optional
.Edited by Lost Prophet - 10/1/12 at 4:27pm