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Predatory microtransactions

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Revision as of 12:25, 8 June 2025 by Keith (talk | contribs) (Keith moved page Microtransactions to Predatory microtransactions: Changed name for preciseness - not all mtx are automatically bad/predatory)
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Microtransactions (MTX) act as a format of additional monetization within games. This can range from purchasing in-game currency, to cosmetics, boosts, and more. On a small scale, MTX has minimal harm towards the experience of consumers, however as trends have shown, companies have grown to be over-reliant on MTX to fund their games, often converging with advertising overload to encourage consumers to be constantly purchasing these new pieces of content. It is often cited by consumers[1] that the first potent form of MTX in AAA gaming originates with the Skyrim golden horse armor.[2][3]

Why it is a problem[edit | edit source]

Point 1: Bias[edit | edit source]

In many games, the progressive development is encouraged by executives and leadership to focus on content that introduces the most financial return.[4] Unfortunately, this means that when updates are handled for games, and especially live service games, content developed for the game focuses around keeping the storefront functional over more vital systems that need to be repaired,[5] or new content being introduced is centered around more products on the storefront that can be purchased.[6][7]

This bias also has a tendency to influence features that used to be industry standard as free with the product,[8] such as progression-locked content to be instead sold either in piecemeal or bundles on the storefront.[9] For example, compared to previous installments in the franchise, Halo Infinite was the first title in the franchise to solely lock cosmetics behind paywalls, and furthermore lock the ability to recolor armor behind paywalls and battle pass progression.[10][11]

Point 2: Manipulation[edit | edit source]

In cases where live service games provide free content, it often manipulates the consumer into paying into the system in some way to receive a better return on investment when playing.[12] Features such as experience boosts often will hamper the default progression in order to encourage the purchase of these boosts. Battle passes often offer only poor-quality/unwanted content within the free tier,[13] to encourage users to be constantly paying into the system.[14] Often, these battle passes will also encourage FOMO,[15] as content featured within these passes will often only be offered inside that limited time event, further encouraging the purchase of experience boosts if consumers wish to not miss out on content within the final days of the pass.[14][16][15]

Manipulative behavior surrounding this can further be shown via services that do offer free content to be explicitly worse than anything that can be obtained financially.[17]

Point 3: Pay to win[edit | edit source]

In some scenarios, games will further encourage users to get an advantage over players, often leaving META-influencing content to be paywalled[18][17] as a method to force consumers to either invest more into the product, or risk lacking an important edge within matches.[19][20] P2W also has ties in manipulating resource progression in games,[18][21] so players may be at a competitive disadvantage in a game because a newer user purchased their way through progression, or alternatively, punishing players into grinding far more excessively as a method to encourage paying to skip progression.

This has especially been documented within casual mobile games, where players are often left to wait excessively on tasks to finish, or pay to have the task be completed immediately.[18] Frequently, these games have also exhibited methods that give players a "free sample" of what it feels like to skip this wait time.[18]

Behaviors from operators on some Minecraft servers in particular have shown attempts to exceed the baseline pay to win model,[17] such as placing high-value ranks behind a large subscription. Documented from Minecadia's network, a user has to pay ~$300 for the 2nd highest rank, and then an additional ~$50 per month for the highest rank, or pay ~$850 for the 2nd and top ranks.[17] Reportedly the rank is required in order to have any advantage over other players in the Factions mode.[17]

Point 4: Gambling[edit | edit source]

A method some companies have aimed at introducing, was having content be locked behind randomness, so a consumer may get lucky and receive the cosmetic they want or worse, progression/META item that they are in need of,[22] but often would end up with bad luck. Often these are defined as lootboxes, however it is effectively a format of gambling,[23] one of which has been seen as detrimental as reports of underrage gambling addiction continue to skyrocket within these games.[24][25][26]

The frequency of these lootboxes has been seen to be relatively higher on games marketed towards minors, such as Minecraft[17] (more specifically community-run servers) or Roblox, only further representing the ethical issues behind lootboxes.[27][26]

Examples[edit | edit source]

Some examples of microtransactions include:

Bias:[edit | edit source]

  • Halo Infinite: Introduced paywalling Spartan customization to the franchise, including armor palettes, which especially introduced outrage from the franchise's fandom.
  • Call of Duty
  • Fortnite: The only way to obtain content in-game is to invest in its 'VBucks' economy, either to purchase the limited-time 'Battle Pass', or whatever content is available in the storefront for a limited time.
  • Fallout 76: Most content released is broken into piecemeal microtransactions with both in-game and real world currency.

Gambling:[edit | edit source]

  • Star Wars Battlefront 2: Notoriously known for its Darth Vader lootbox scandal,[22] where the title's META was focused around the Sith character, which could only be obtained via lootboxes.
  • Counter Strike/CS2: Game's economy is extremely centered around cosmetics; can only be obtained via community market or lootboxes.
  • Team Fortress 2: Excessively large economy centered around the lootboxes, often players are given crates, where they must go out of their way to purchase keys for. The title has also required participating in purchasing its MTX for the purposes of participating in communication features.
  • Halo 5 Guardians: The only way to obtain content in Halo 5 is via 'REQ Packs', which are only obtainable via intense grinding, or buying these packs with cash.
  • Krunker: Cosmetics primarily obtained via "spins"

Pay to Win:[edit | edit source]

References[edit | edit source]

  1. Caldwell, Don (Apr 19, 2013). "Horse Armor". Know Your Meme. Retrieved May 19, 2025.
  2. "Oblivion Downloads". Bethesda Softworks. Archived from the original on Dec 23, 2006. Retrieved May 19, 2025.
  3. Surette, Tim (Apr 3, 2006). "Oblivion horse armor now available". Archived from the original on Sep 10, 2015.
  4. Strickland, Derek (Feb 4, 2024). "It's not just you, game devs are tired of microtransactions too". Tweak Town. Retrieved May 30, 2025.
  5. Mint Blitz (Mar 11, 2024). "Microsoft Ended Halo MCC Because of This". YouTube. Retrieved May 30, 2025.
  6. King Link (Feb 22, 2019). "A discussion of microtransactions and game design". Game Developer. Retrieved May 30, 2025.
  7. Nunley, Christian (Mar 24, 2024). "Why the $183 billion video game industry can't quit microtransactions". CNBC. Retrieved May 30, 2025.
  8. Petrovskaya, Elena; Deterding, Sebastian; Zendle, David I (Apr 29, 2022). "Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews". CHI Conference on Human Factors in Computing Systems. Retrieved May 30, 2025.
  9. Mint Blitz (Jan 31, 2024). "343 Has Gone Too Far - New Halo Infinite Update". YouTube. Retrieved May 30, 2025.
  10. Santa Maria, Alex (Oct 26, 2020). "Halo Infinite Armor Coating Customization Controversy Addressed By 343". ScreenRant. Retrieved May 30, 2025.
  11. Palm, Zack (Nov 18, 2021). "Halo Infinite fans are not happy about the limited Spartan color and armor customization options in multiplayer". Gamepur. Retrieved May 30, 2025.
  12. Hardy, Matt (2021). "PREDATORY MICROTRANSACTION REGULATIONS: AN INTERNATIONAL COMPARISON". South Carolina Journal of International Law and Business. Retrieved May 30, 2025.
  13. Kelley, Carson (May 6, 2025). "Why Some Battle Passes Offer Too Many Meaningless Items". Battle Pass News. Retrieved May 30, 2025.
  14. 14.0 14.1 Kelley, Carson (Apr 16, 2025). "Why Some Battle Passes Should Be Banned Under Consumer Protection Laws?". BattlePass News. Retrieved May 30, 2025.
  15. 15.0 15.1 Hrnjicevic, Ismar (Nov 17, 2024). "How Battle Passes Are Ruining Multiplayer Games". How To Geek. Retrieved May 30, 2025.
  16. Pass, JC (Nov 1, 2024). "Ethical Considerations and Concerns Surrounding Battle Passes". Simply Put Psych. Retrieved May 30, 2025.
  17. 17.0 17.1 17.2 17.3 17.4 17.5 TheMisterEpic (May 31, 2025). "The Most Harmful Minecraft Server in EXISTENCE". YouTube. Retrieved Jun 1, 2025.
  18. 18.0 18.1 18.2 18.3 Lee, Flavio (Aug 2, 2023). "Price to pay: the damage caused by Pay to Win games". Medium. Retrieved May 19, 2025.
  19. "Why do people seem so hellbent against people using "pay to win" methods in games?". Quora. Retrieved May 19, 2025.
  20. Lelonek-Kuleta PhD, Bernadeta; Piotr Bartczuk PhD, Rafał; Wiechetek PhD, Michał (Oct 13, 2020). "Pay for play – Behavioural patterns of pay-to-win gaming". Science Direct. Retrieved May 19, 2025.
  21. (Owner of Illumination Gaming), Aiden (Jul 22, 2022). "How Pay-To-Win Games Ruin Player Experience". Medium. Retrieved May 19, 2025.
  22. 22.0 22.1 Purchese, Robert (10 Oct 2017). "Star Wars Battlefront 2 has a loot crate problem". Robert Purchese. Retrieved 31 Mar 2025.{{cite web}}: CS1 maint: url-status (link)
  23. Dingman, Hayden (10 Oct 2017). "How loot boxes are turning full-priced PC games into pay-to-win games of chance". PCWorld. Retrieved 31 Mar 2025.{{cite web}}: CS1 maint: url-status (link)
  24. Fahey, Rob (13 Oct 2017). "Thinking outside the loot box". Games Industry. Retrieved 31 Mar 2025.{{cite web}}: CS1 maint: url-status (link)
  25. W. Osborne, Jason (May 25, 2023). "How Loot Boxes In Children's Video Games Encourage Gambling". Forbes. Retrieved May 19, 2025.
  26. 26.0 26.1 Zendle, David; Meyer, Rachel; Over, Harriet (Jun 19, 2019). "Adolescents and loot boxes: links with problem gambling and motivations for purchase". National Library of Medicine. Retrieved May 19, 2025.
  27. "Young People & Gambling in Gaming". Ineqe Safeguarding Group. Retrieved May 19, 2025.
  28. Sterling, Jim (Feb 2, 2014). "Dungeon Keeper Mobile Review – Wallet Reaper". The Escapist. Retrieved May 19, 2024.