Micro-Transactions and other after purchase payments

Dr. Delibird

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I played an RPG on my android not too long ago called Tales of Ixtona. I feel like it did a lot of things right but the thing I want to talk about is how they handled micro-transactions. First of all there is a free version and a paid version, I bought it so I have no idea about the free version butt the paid version had a premium currency of sorts (lets call it crystals cause I cant remember what it was really called XD).


The crystals could be used to purchase only a couple of handfull of things (maybe more or less but it wasnt a butt tone). These ranged from high end consumeables to equips you couldnt get in game (exp boost accessories and such) as well as extra maps that had enemies that gave bonus exp/money/cp(jp). The player would earn 3 crystal per battle for pretty much every battle (possible with exception of like a few special plot based battles), the bonus maps where one of the more expensive items at 20-25 crsytals (cant remeber which one). They were not out of reach by any means but they also were not so low as to negate the reason for having a premium currency.


My question is, if a game has a premium currency or micro-transactions that do not pay wall the player then is it something that players will generally be happy with or is even the mention of having the option to pay for more goodies like a death sentence for a game?


I ask this because I plan to do a loot system similar to Mass Effect 3s multiplayer where you could purchase (with in game or irl currency) packs of gear that is randomised but sorted into tiers of packs (something like bronze, silver and gold or similar). For my game these will be purchaseable with a currency that is not the regular currency (ie gil, cash, gold ect) but a premium currency that can be earned for free through challenges and other optional sections of the game. You can also obtain a finite amount of these packs through a sort of "exchange" system that is built into the story (think of it like there are a finite amount of keys in the entire base game that can be used to open chests in the final boss' treasure room) but those packs "ranks" wont be chosen by the player but randomised also (ie god-like RNG could give the player all gold packs from all available chests for example).


Any thoughts and stuff is well appreciated :D
 

Uzuki

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Personally I feel Micro-transactions are pretty meh, but I do understand why and how they work. Word of advice: Make sure the base game is free. If I payed money to get the game then i expect not to pay for more unless it's an expansion DLC that adds to the base rather then fill the gaps. People are more likely to give money to a free product if they are happy with the base game and feel like they were treated fairly. 
 

Accendor

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The main problem with micro transactions (besides the fact that hey are evil) is that they are breaking immersion. As soon as that happens I am no longer interested in playing and hence will not buy anything.


There is only one game out there that did micro transactions right in my opinion and that is league of legends. If you make a similiar game with a similar model MT could work, otherwise they just make the player feel ripped off and pulled out of the game.
 

Dr. Delibird

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All good points. Thank you both for the feedback.
 

lithkast

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Micro transactions aren't bad.  Its honestly the best, and easiest way, to make money off of a mobile game.

They aren't bad so long as you don't paywall the player.  If they have to spend money to pass a certain point, then you are doing it wrong.  Try keeping micro transactions to things like cosmetic items / Inconsequential but fun items.  Maybe a power up or two or some boosts to exp and what not for a bit.

also, friendly word of advice.  keep the transaction amount around 0.99 cents.  Never go above 3 - 5 dollars ever. 0.99 is the sweet number though.  People will buy it more and more because they don't feel like they are spending money.  
 

Dr. Delibird

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Micro transactions aren't bad.  Its honestly the best, and easiest way, to make money off of a mobile game.

They aren't bad so long as you don't paywall the player.  If they have to spend money to pass a certain point, then you are doing it wrong.  Try keeping micro transactions to things like cosmetic items / Inconsequential but fun items.  Maybe a power up or two or some boosts to exp and what not for a bit.

also, friendly word of advice.  keep the transaction amount around 0.99 cents.  Never go above 3 - 5 dollars ever. 0.99 is the sweet number though.  People will buy it more and more because they don't feel like they are spending money.  
Thank you for your thoughts. 


All of what you said was basically how my point of view on the matter is. One question for you though, would the same kind of model work for a non-mobile game? In your opinion I mean. Like I am not currently able to do the kind of testing required to make sure the game runs smoothly on mobile devices (maybe if the game picks up enough steam I could have a beta of sorts).
 

lithkast

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not so much in non mobile.  If its a browser game possibly, but just a normal game, it wouldn't be wise.

Technically, any game can support micro transactions well, but its how the audience will receive it and how well the micro transactions will work.  If you do use micro transactions for normal game, keep aware of the rules I mentioned above.  also, I'd like to add..

don't block the end of your game behind a paywall.

that is an issue recently apparently.  

Just be open about your micro transactions and don't make the game rely on them and you should be fine. 
 

Dr. Delibird

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not so much in non mobile.  If its a browser game possibly, but just a normal game, it wouldn't be wise.

Technically, any game can support micro transactions well, but its how the audience will receive it and how well the micro transactions will work.  If you do use micro transactions for normal game, keep aware of the rules I mentioned above.  also, I'd like to add..

don't block the end of your game behind a paywall.

that is an issue recently apparently.  

Just be open about your micro transactions and don't make the game rely on them and you should be fine. 
Oh yeah trust me, there is nothing more I hate than a pay wall in games. 


I am thinking window skins and other alternate graphics (possibly audio) of being primarily what the microtransactions will be.
 

Kes

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This forum is for the discussion of general principles of game making.  This thread, however, seems to be solely about the pros and cons of micro payments.


I am, therefore, moving this to Commercial Discussion.
 
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