[JS] Activision Shoveling Microtransactions Into Crash Team Racing Nitro-Fueled - Overclock.net - An Overclocking Community
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[JS] Activision Shoveling Microtransactions Into Crash Team Racing Nitro-Fueled

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post #1 of 31 (permalink) Old 07-31-2019, 12:27 PM - Thread Starter
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[JS] Activision Shoveling Microtransactions Into Crash Team Racing Nitro-Fueled

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To the surprise of only those who haven't kept an eye on Activision's modus operandi, Crash Team Racing Nitro-Fueled is getting microtransactions.

Yes, a remake of a 20-year-old game will soon allow for the "option" of purchasing Wumpa Coins with real money to skip grinding for them. With a storefront that resembled Fortnite's, the groundwork was clearly in place.

Yet again, Activision has smuggled microtransactions in long after game reviews were published, weeks after launch, and it stinks. Microtransactions don't belong in there to begin with, but these post-launch additions are really getting despicable.


Some other website have similar article.

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post #2 of 31 (permalink) Old 07-31-2019, 12:29 PM
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It's bad for games but good for business. Sadly.

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post #3 of 31 (permalink) Old 07-31-2019, 12:58 PM
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Microtransactions are hit or miss with me. They aren't that bad as long as the real money to game money ratio is reasonable. Things can get out of hand when it's done like GTA V where an in game item can cost you more real money than the game itself did. The other issue is when they make in game items priced higher than what people can reasonably grind out. If you have to grind all day for weeks to buy something, IMO, it costs too much and it was probably done intentionally to sell game currency.

At some point we are either going to have to accept DLC and microtransactions as the way it is, or accept paying more than 59.99 for a game. I don't think we can have both.

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post #4 of 31 (permalink) Old 07-31-2019, 01:13 PM
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The part about kids being bullied for having a "default" character in Fortnite killed me. I guess this is where we are now.

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post #5 of 31 (permalink) Old 07-31-2019, 01:16 PM
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I felt guilty for commenting without watching the video, but now that I read your post I'm glad I didn't.

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post #6 of 31 (permalink) Old 07-31-2019, 02:06 PM
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Quote: Originally Posted by bigjdubb View Post
Microtransactions are hit or miss with me. They aren't that bad as long as the real money to game money ratio is reasonable. Things can get out of hand when it's done like GTA V where an in game item can cost you more real money than the game itself did. The other issue is when they make in game items priced higher than what people can reasonably grind out. If you have to grind all day for weeks to buy something, IMO, it costs too much and it was probably done intentionally to sell game currency.

At some point we are either going to have to accept DLC and microtransactions as the way it is, or accept paying more than 59.99 for a game. I don't think we can have both.
agreed, it's been quite some time since the standard game MSRP hit $60.00.

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post #7 of 31 (permalink) Old 07-31-2019, 02:43 PM
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Quote: Originally Posted by skupples View Post
agreed, it's been quite some time since the standard game MSRP hit $60.00.
I honestly am not too sure about that though. The development costs have gone up for sure, but the cost of manufacturing the goods (the cartridges/cases/manuals/disks) has all but vanished with everything going digital. Granted, it might only cost $1 or $2 for printing the games/manuals per unit after shipping them, but when you are talking 5 to 10 million copies being sold of a game across all platforms, that's 5 to 20 million in savings and easily offsets the added development costs.


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post #8 of 31 (permalink) Old 07-31-2019, 03:42 PM
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Quote: Originally Posted by DNMock View Post
Granted, it might only cost $1 or $2 for printing the games/manuals per unit after shipping them, but when you are talking 5 to 10 million copies being sold of a game across all platforms, that's 5 to 20 million in savings and easily offsets the added development costs.
Isn't that only a savings of $1-2 per copy though? If a game needs to cost more than $60 to make money saving $1 per copy isn't going to make up the difference. $61 per copy wouldn't cover the difference in development costs, if it did this entire point would be pretty irrelevant.

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post #9 of 31 (permalink) Old 07-31-2019, 03:52 PM
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Quote: Originally Posted by Asmodian View Post
Isn't that only a savings of $1-2 per copy though? If a game needs to cost more than $60 to make money saving $1 per copy isn't going to make up the difference. $61 per copy wouldn't cover the difference in development costs, if it did this entire point would be pretty irrelevant.
Going from brick-and-mortar to digital (steam anyways) saved more than 1-2$, the store took 50% so the developer only took home under 30$ of that 60$ game. Steam takes 30%, so 30$ to 42$ per sale was a big 40% bump back then. Now, there's even lower margin competitors. Basically, devs are getting a lot more per sale than before.
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post #10 of 31 (permalink) Old 07-31-2019, 05:58 PM
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A new update for a game, what's in it? Microtransactions to avoid increased grinding.
A new update for an application, what's in it? A whole installer that forces you to install 3rd party bloatware, oh and a couple of bug fixes.
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