@jesus_phish:I read through Damion's tweet thread and there was one part in particular that stuck out to me that has always been a sticking point for me with regards to the discussion of microtransactions and loot boxes.
The particular quote is "MTX will fail if it *doesn't feel good to spend*." . There's an apparent dissonance for me between spending needing to feel good for microtransactions to be a success, and the designed reality in many games surrounding the in-game value of what is being bought and how that design distorts the value over time. My perspective for this is Star Wars Galaxy of Heroes, another EA game leveraging the Star Wars license and it's appeal. I detailed a super rough estimate of how much it would cost someone who pays money to gain something that is actually useful in the game, a figure that well exceeds anything I can understand as reasonable or sane. Star Wars: Galaxy of Heroes by all appearances does exceedingly well for EA while implementing a system which can be paid into that provides decreasing value to the player the longer they play and pay for parts of the game. "feel good" is a very vague statement, so what I think Damion is getting at is that it provides a perceived value for the person paying, and yet if that's the case it should be obvious to anyone playing over a period of time how little value they get up front and how little value that purchase holds over time. However it's that intervening time that I think plays a bigger role in the success of a microtransaction system.
The rest of that same tweet pertains to a microtransaction system failing if the environment around it doesn't continue to produce excitement in the player and instead remains negative. The vocal community that surrounds Galaxy of Heroes is very hostile to anything they perceive as bad for the game, unfair, and poorly communicated, yet the game is not a failure. Players also get excited when new things are announced, even when the announcement results in another situation where details are poorly communicated. All this suggests to me that the point of failure and success for games with microtransactions exists in a much hazier space that is impacted by a lack of clarity of the value of what has been bought that creates a feedback loop overtime which obscures the full truth of the value.
Another user of these forums made a thread about their experience paying money for loot boxes in Overwatch and their perception of the value of what they'd got for what they spent after they tallied up the total they had spent to date. They were shocked by how much it was and in looking back on it how hard it was to recall what they got for what they spent the further back their history with the game went. This is an example of the obscurity and questioning of the value that I'm trying to get at. For the same reason that many casinos don't have windows or clocks, games with microtransactions don't provide a stat of the tabulation for the total amount someones has spent. Whether intended or not, it makes it easier to not comprehend the fullness of what you've paid if your never able to see it in full view. Then again considering this is a discussion surrounding loot boxes and their adjacency to gambling maybe the obscurity is intentional.
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