Why Microtransactions Are a Cancer to Gaming

“All we know is fake fodder and buying shit. That’s how we speak to each other, how we express ourselves, is buying shit. What, I have a dream? The peak of our dreams is a new app for our Dopple, it doesn’t exist! It’s not even there! We buy shit that isn’t there!”

– Bing, Black Mirror

Microtransactions, or exchanges of real-life currency for in-game assets such as cosmetic items, weapons, or gear pieces, are a cancer to gaming, and they’re spreading faster than we can get rid of them. This is demonstrated by the ongoing “Reddit versus EA” debacle, which began on November 12, 2017 when a Reddit user complained that despite purchasing the Deluxe Edition of Star Wars Battlefront II (2017) for US $80, they still could not play as Darth Vader. One would expect to play as this hallmark Star Wars character in their Star Wars video game, yet you need to spend a substantial amount of time (approximately 40 hours) grinding just to unlock even the most basic characters like Luke Skywalker, Han Solo, or Rey.

A PR representative of EA wrote a comment on the Reddit user’s post that essentially defended the overinflated time spent to unlock characters by asserting that it promotes a “sense of pride and accomplishment.” This response was an obvious sugarcoat over the fact that the progression system in Star Wars Battlefront II, including its design and design philosophy, is solely intended to incentivize players to spend money on microtransactions so that they will not have to spend as much time grinding for their preferred characters. The comment was therefore downvoted over 670,000 times—the most downvotes in Reddit’s history—and snowballed into an unprecedented amount of community backlash that in effect prompted EA to lower the cost of credits to unlock a character by 75%.

UPDATE: As of November 16, which is conspicuously right before the game releases, EA has suspended Battlefront 2’s star cards until further notice.

Even if Battlefront II was completely devoid of its exploitative microtransactions (which it never will be), I still wouldn’t purchase the game because I am not a fan of the Star Wars universe. Nonetheless, I felt I had to speak up on the matter because microtransactions are ruining much of what I love about video games, from that sense of “pride and accomplishment” I feel upon completing a difficult challenge to working towards a goal that I would otherwise be unable to reach if I lazily spent my money just to cut a few corners.

Take, for instance, the Vidmaster achievements in Halo 3: ODST (2009), which, if unlocked, would grant players access to a highly-coveted gear set—Recon—that was previously exclusive to Bungie employees. The Vidmaster challenges were no easy feat and, might I add, a living nightmare if you and your teammates kept screwing up. Three challenges that stood out to me the most were Annual, Endure, and Deja Vu.

For Annual, you and three other players needed to complete the last mission in Halo 3 with the Iron skull active, which made it so that if one player died, the whole team needed to restart the entire mission! In addition, Annual required that everyone must finish the mission in Ghosts, and not in Warthogs. For Endure (the widely regarded most frustrating of the three), four players needed to pass the 4th set, or the 60th wave, in Heroic Firefight on any mission of their choosing. This could take up to four hours depending on if you were careful. At a minimum, the achievement would take ninety minutes depending on if you were feeling risky. Finally, for Deja vu, four players needed to complete the Halo 3: ODST mission “Coastal Highway,” again with the Iron skull active and without using Warthogs or Scorpion Tanks.

To that end, to attempt to unlock a Vidmaster achievement was to set yourself up for unfathomably soul-crushing disappointment, disillusionment, and frustration. Can you imagine how you would feel after playing through Coastal Highway for two hours with your good buddies and successfully reaching the end of the mission only to die from something stupid like a plasma grenade to the face, screwing it up for everyone else? On the contrary, can you imagine the level of pride, satisfaction, and bliss you would feel if you actually managed to complete all seven of these daunting achievements that the average Joe would give up on because he doesn’t have any faith in himself?

The pain and anguish you felt from failing a Vidmaster challenge versus the extreme ecstasy you felt from overcoming it means that you knew exactly what someone in a multiplayer lobby had to go through to acquire a full set of Recon armor. If you, too, were lucky enough to acquire Recon, you had every excuse in the book to say, “I sweat, I bled, and I cried, but in the end, I did it.” That’s something you cannot say when you circumvent all of that hard work by simply purchasing a piece of gear via a microtransaction, because saying “I did it” is not the same thing as saying “I paid for it.”

But it appears that circumventing hard work by purchasing a microtransaction is about the only option you have if you want to deck out your video game character in 2017. In cases that affect gameplay, you’re forced to either arduously grind for hundreds of hours or spend hard-earned cash just to gain a modicum of an advantage over your opponents. Halo 5: Guardians (2015) is a perfect example of this: all progression is based on “requisition packs” that are purchasable via in-game credits or real-life currency, and net you pieces of gear, weapons, emblems, stances, and assassination animations of varying rarities. The catch is that premium REQ packs aren’t guaranteed to net you that weapon you’ve always wanted, as it’s all based on a random number generator (unlike Halo 3 or Reach). You could therefore spend hundreds of dollars on gold-tier REQ packs, and even then, you won’t have unlocked everything the game has to offer.  Sure, Guardians isn’t by definition “pay to win,” but it doesn’t have to be to ruin the multiplayer experience.

Overall, microtransactions akin to Battlefront’s star cards or Halo 5’s REQ packs make publishers oodles of money, so they won’t magically disappear all because of a few hundred thousand downvotes on Reddit—we have to discipline ourselves into not purchasing them, too. Until sales numbers reflect our frustrations, this greedy and insidious business model will become so prevalent that one day, a $60 game will cost you $500.

Angry Joe Versus His Audience: A Response

Angry Joe is a YouTube content creator who has amassed over 2.8 million subscribers. He is best known for his Angry Reviews: 30 to 40 minute long video game reviews of high production value consisting of skits, special effects, angry rants, and in-depth critical analyses. Joe gained popularity from his propensity to call game developers out on their greed and hypocrisy, especially with respect to overpriced DLC and microtransactions.

Recently, Angry Joe announced that he would suspend production on Angry Reviews until at least September so that he could take a much needed 2 month long vacation. This resulted in a massive backlash that would be marked by persistent hatred and criticism and a net reduction in Joe’s subscriber count. Fans of the esteemed game reviewer were notably and understandably upset, complaining that Joe was already on vacation and didn’t need to take any more time off. Joe responded by disabling comments and ratings on subsequent videos, and ranting on Twitter about how he has been producing quality free content for the past 9 years and has thus earned himself a break.

I’m ashamed to admit this, but I, too, was a part of the criticism that beset Joe’s vacation announcement. I wrote a comment saying that we fans need to band together and dislike every piece of content that isn’t an Angry Review to send the message that Joe’s behavior isn’t acceptable. It received up to 55 likes, and shortly afterward, Joe in fact disabled comments and ratings on his Game of Thrones review.

Joe then addressed the censorship of his fan base on the 27th, reasoning that he wanted to prevent the more negative side of his community needlessly attacking fans of his Let’s Plays, trailer reactions, and movie reviews in the comment sections. Joe also illustrated that the current content drought isn’t anything new to his channel—there simply aren’t any games right now that he is interested in reviewing, so he took time off until the triple A titles come out.

As upset that I am with Joe for turning a blind eye on his own audience and leaving it in the dust, I can’t help but feel sorry for him. I forgot about the emotional toll that the Internet can take on someone, and overlooked just how much work goes into a single video game review of Joe’s caliber. To put things into perspective, my Halo 5: Guardians review was 32 minutes long, but it took over THREE months to produce with the constant interference from work, school, and other responsibilities. That’s about 100 hours in real time to create a half hour YouTube video, but because this is the Internet—the cesspool of ignorance and entitlement—people somehow think that a 30 minute review equates to 30 minutes of work, which isn’t true. The argument that “Joe doesn’t have a real job” is therefore invalid.

I hope Joe takes as much time as he needs to recuperate both mentally and emotionally from this debacle, but I also expect him to come back with some kickass reviews in the fall. Until then, I’ll see you guys on the next… Angry Joe Show!