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The Microtransaction Problem

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Pay to Play and Pay to Win

Everyone is entitled to their own opinion, but I believe that opinion should be based on facts. There is a lot of misinformation about microtransactions and DLC out there, and when there is so much misinformation on a topic, the real issues tend not to get addressed. But I’m not an expert, so while researching this subject, I spoke to people who were. I’ve personally spoken to economists who specialize in video games, I’ve spoken to people who have worked at big AAA companies that use microtransactions, and I’ve done a lot of personal research. The topic of microtransactions is important to me because I love video games, and I care about the gaming community.

 

For the sake of this article, any time I mention a price, unless otherwise stated, I’m talking about USD, and I am mainly discussing microtransactions of major releases on PC and consoles, primarily AAA releases. I’m limiting the discussion mainly because I feel when we complain about DLC and microtransactions, we’re mostly talking about major releases anyway, like COD or Crash Bandicoot, not games like Candy Crush or Pokémon Go. I will also touch upon mobile games briefly.

Let’s first talk about the cost to make video games, why we have microtransactions, and the problems companies and consumers face. Then I’ll discuss possible solutions to those problems.

GAMING IS THE BIGGEST ENTERTAINMENT INDUSTRY. WHY DO THEY NEED MY MONEY?

One of the many things I hear people say about microtransactions is that they’re unnecessary because the amount of money the video game industry makes, especially compared to the movie industry. According newzoo.com, the video game industry will generate $152.1 billion in 2019. Compare that figure to the film industry. IBISworld.com projects the film industry has made a total of $103 billion in 2019, which includes box office and home video income. However, these figures aren’t exactly a 1 to 1 comparison. Firstly, these values are just straight revenue, not profit. Secondly, as this chart from newzoo shows, over $68.5 billion (45% of the videogame industries’ revenue) is from mobile gaming. Mobile games, such as the freemium games, are typically cheaper to make or utilize some sort of games-as-a-service model.

 

That leaves $83.6 billion for console and PC income, which, to be fair, is still a lot of money. But mind you, how much of this income is actually profit is iffy. We do know that this revenue includes microtransactions and DLC, so to say that the industry doesn’t need microtransactions because the amount of revenue it makes isn’t exactly fair when those revenue calculations include microtransactions and DLC.

Well, you say, movies cost a lot of money to make, too, but you don’t have to pay DLC to watch them. Well, when a movie is released it maintains its price. While in theaters, ticket prices won’t get cheaper over time, and when that movie is released on digital or DVD, it’ll typically keep the same price for a long period of time. A brand-new movie that released a year ago will still be $19.99. However, when a game is released, it starts out as $60. Within a few months, it’ll be dropped to $40, then $19.99, and then one day that game is free on PSN or Xbox market place. Most games don’t hold their initial value for more than few months.

Also, how films and games are created is very different, so dollars-to-dollars revenue generation is not an accurate comparison to make. But, how much does a video game actually cost to create? Well, this question is a doozy to answer. The best answer I found to this question comes from Jason Schreier of Kotaku, who spoke to multiple industry members. The common answer he got was it cost about $10,000 a person per month, taking into account salary and overhead. This means your average AAA title taking 3 years to make with a staff of 400 people will cost around $144,000,000 to produce. And this is lowball estimation. These estimates are also corroborated with what Raph Koster *** writes on his websites, siting that the cost to make AAA titles has gone up in the last couple decades. Stating in 1995, it was around $2 million. In 2005, it was $12 million, and in 2015, it cost $120 million or more to make a game. Mind you, these estimates don’t include marketing or delays. For instance, using Schreier’s formula, delaying the development of the Last of Us: Part 2 until May could cost Naughty Dog roughly an additional $20 million on top of what they have already spent. With all this considered, how do you sustain on a box price of $60 per game? Well, you don’t.

Then why do publishers keep the price of video games $60 when they cost so much to make? I can answer that question with a box of cereal and a jar of mayonnaise. See, now you’re scared because you’re not sure where this is going. People don’t like paying more for things, but usually when a company raises the price of something it’s because they have to. Maybe the product has become more expensive to make or maybe there is an economic downturn. Companies either must raise the price or give you less product for the same price. They know if they raise the price of product, then that will drive customers away. It’s called “sticker shock”. So instead, they try to keep the price the same. Mayonnaise does this with the divot at the bottom of the jar. The tub looks the same but thanks to the indent at the bottom, you’re getting less product for the same price. Cereal boxes always face you, the customer, on the shelf, so you don’t notice that they’re getting skinnier. The video game price issue is in a similar situation in that they are struggling to maintain their $60 price tag, while also paying employees and keeping their lights on, but the way publishers handle it is very different.

Let me give you a couple scenarios on how publishers can handle the rising costs of producing video games:

  1. Some companies, specifically AAA developers, raise their prices to be between $80–100, while other smaller games stay at $60. The problem with this is that video games are recreational items. The industry suffers when gamers don’t have a lot of recreational time and/or money, and $60 is kind of a lot money whether you’re a casual or hardcore gamer, though some of us out there would probably prefer to pay more if that means fewer microtransactions. Conversely, there are a lot of people who would be upset if they possibly had to pay double for a game with no added bonuses.
  2. The prices of all video games are raised. Everyone would be up in arms.

ESCALATION AND SCALING 

Gamers want content. We want each new game to be bigger and better than the last. We want better graphics, longer games, amazing story telling, and for games to utilize the latest technology. All of that is expensive, so to offset those costs, we have DLC and microtransactions. “But Elijah,” I hear you start to say, “Not every game has microtransactions and DLC. In fact, Resident Evil 2, one of the biggest games of the year, had free DLC.” And you’re right, but remember my mayonnaise example about giving you less for the same price to offset cost? Video game companies don’t need to do that, instead they have pre-orders, deluxe editions, and collectors’ editions to help offset rising costs. Resident Evil 2 had the standard editions for $59.99, the Digital Deluxe Edition for $69.99, and the collector’s edition for $199.99. Another big game that managed to avoid microtransactions was God Of War, which had the standard edition for $59.99, Digital Deluxe for $79.99, the collector’s edition for $130, the stone mason edition for $150, and the PlayStation 4 pro bundle, which included the game and a PS4 Pro for $400.

God of War is critically acclaimed, and it deserves every accolade it has received (and then some), but it was extremely expensive to make because of the care put into the game. For instance, that iconic score. Instead of just using a Latin choir, which is common, they went to Iceland to find a choir that could sing in old Norse, so the music would be more authentic. That type of care and attention to detail takes time and money, so the pre-orders and collectors’ editions helped offset those massive costs, while still allowing there to be $60 versions for those of us who can’t or won’t spend $80+ for a game.

I mentioned collectors’ editions, and before any of you mention Bethesda, calm down. I’m getting to that. Apart from collectors’ editions, there are games that rely on DLC to offset costs. To me, when DLC is done right, I really appreciate it. I mean, there was a time before DLC when we got five Street Fighter 2 games. Street Fighter 2 Turbo was the fifth installment, came out in 1994, and cost $70 ($80 in some places). If you account for inflation, that would be like paying $136 for the game today. So, video games have not only gotten more expensive to make, they’ve also gotten cheaper to buy.

The point I’m trying to make is this: Video game companies need a way to offset the cost of production, not just so they can make profit and give us bigger and better games, but also so they can pay their employees. In the last year, we’ve seen multiple game studios go under. There’s only a handful of AAA developers left because it is such a risky business.

With that said, a lot of you are probably screaming at your screen because of what you feel are shady practices that businesses employ, such as Activision adding microtransactions into Crash Team Racing after the Launch, or Activision charging $1 for a little red dot. Also, gamers have complained about games that feel purposefully incomplete to encourage buying DLC, not to mention, the biggest transgression, loot boxes. Now, if the industry needs microtransactions to stay afloat, then there needs to be more regulations put into place to protect consumers, and the government shouldn’t be the one doing it. By and large, the world’s governments don’t usually understand technology, especially gaming. This is why game ratings are self-regulated to let developers have creative freedom. The same thing needs to happen with microtransactions. If microtransactions are there to offset costs, then the industry needs to do better at regulating it.

Yes, the ESRB already has a label that says if there are in-game purchases or not, but I think it needs to go further than that. When Crash Team Racing was released, multiple gaming news outlets praised it for not having microtransactions, and reviews said it had no microtransactions. Later on, Activision added in microtransactions. Chances are, if they added them later, then Activision knew they were going to add the microtransactions at launch. At best, it makes them look shady, and at worst, it makes reviewers and journalists look like liars.

A BETTER RATING SYSTEM.

That shouldn’t be a thing that happens. Companies should disclose if they plan on adding microtransactions, and I think there needs to be more transparency besides the game just saying it has “in-game purchases”. Keep in mind, this is just an idea I have, and it may not be something that will work, but I think microtransactions need their own rating system. Besides your typical rating, the game should let you know the type of microtransactions being implemented. For example:

  • A 1 could mean the game just has cosmetics you can buy, like skins, but nothing that changes core gameplay, and there must be a way to obtain those same items without paying for them.
  • A 2 can mean the game has cosmetics that you can only get by paying real-world money.
  • A 3 can mean the game allows you purchase things like characters and weapons, basically, allowing you to purchase things that could change the gameplay and offer you a different playing experience or advantage from someone who doesn’t pay for those.
  • A 4 could be for games that purchasing is necessary or encouraged for the progression of the game, such as freemium games.

 

Games that contain loot boxes should disclose their odds, and an average price of the microtransactions should be listed at the time of purchase. Also, the types of things being sold should be regulated. Charging consumers $1 for a red dot that goes on a reticle doesn’t seem like something a company should charge for. Out of everything I’ve suggested, regulating what is sold would probably the most difficult thing to implement because determining value of digital goods is difficult. Just because something looks simple doesn’t means it was simple to design. I know people who have had to work for days or weeks just to debug an article of clothing. But, I feel as if some guidelines are needed.

Lastly, loot boxes. I don’t think they should be a thing. Yes, multiple organizations say loot boxes aren’t gambling and that’s fine, but the fact is, we know they have triggered people who have gambling addictions. I think it’s a bad business practice to RNG for something that costs real money. This just seems twisted to me: ‘Here, pay money, but you probably won’t get the thing you want and that will encourage you to spend more.’ I just think loot boxes need to be more tightly regulated if they’re going to be a thing. At least make a rule that publishers can’t allow you to get double items if you’re buying a loot box, so that each time you buy one, your chances of getting what you want increases. Or, better, just ban them completely.

These are just some ideas to improve the current microtransaction problem in gaming. I’m not sure they would work, or if they could be implemented. If we want to make progress on this issue, we need understanding. Understanding that there are a lot of employees who are going through burnout, crunch deadlines, and many late nights to bring you the next big AAA title. Understanding that developers need to be paid for their work, and the industry needs to understand that in their pursuit to make money, their customer should be protected from predatory business practices.

We need to be open to having a dialogue about this but also remember there’s a time and place for that. This goes without saying, but don’t attack or harass the people that work on the games. I saw on twitter that when Destiny 2 Shadowkeep was released and users were having trouble connecting to the server, someone suggested that people should search for anyone that shows they work for Bungie and tweet them directly. I can’t tell you how bad an idea this is. There seems to be an thought out there that entire studios are small groups of people that each have intimate details about every expect of the game, which can’t be any further from the truth. Bungie employs about 600 people, so a random coder or developer isn’t going to know why a server isn’t working nor have any knowledge or power over anything to do with microtransactions. Most likely, if you had tweeted anyone that worked at Bungie, they would have had the same information you did and would probably be as annoyed as you were that they too couldn’t connect to the server.

The point being, there is a way to do things and randomly yelling into the ether is never the way to go. And for a lot of you, I know the reason you don’t like microtransactions is because you see them as this yucky thing that besmirches this art form that you love. I’m not even trying to change your mind. I just want you to have a little more understanding and to dispel the misinformation on the topic.

It’s fair for you to say you understand that video game companies need a way to offset rising costs, but you don’t like that they do it through microtransactions. I just don’t want you to think every game that implements microtransactions, pre-order bonuses, or DLC are greedy and corrupt companies, and I definitely don’t want you getting mad at people who have nothing to do with those decisions. We want newer and greater content, and that comes at a price, but I’m talking about people, the people who work hard to make these games come to life. The last thing they need it to be yelled at for something they had nothing to do with.

As we open up the avenues of conversation, I think you’ll be surprised by the companies and people who will be willing to listen and more transparent. But, I think a center ground needs to be met on this issue. Companies should be able to pay their employees, and consumers shouldn’t be taken advantage of. I don’t think that’s much too ask for.

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The Icon Monthly

The Icon Monthly Nov 2022 | Monetizing the News

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I want to make money; it’s a relatable statement. But how we go about making that money is a bit murky. We all (Hopefully) want to make money ethically and without exploiting anyone. There seems to be more ways to monetize our passions than ever. If you’re an artist, you can start a Patreon, use the Youtube Partner Program or create an NFT project.

Depending on who you ask, there are issues with all those options. Making money from your passion isn’t easy, and that goes for me here at The Icon. So how do I ethically monetize this site?

Websites like Bloomberg and Forbes charge you a subscription to read their articles. Which I think is fair. They’re often detailing breaking news stories that took time and years of collecting sources to produce.

But the problem with that is it puts news out of reach of people who don’t have money. Not that a subscription to Forbes is expensive, but if you can barely afford dinner, then subbing to a news site isn’t a priority. But no matter your financial situation, we all need to stay informed.

Additionally, it’s tough to get people to read news articles. Half the time, you’re lucky if people read past the article’s title on social media. Most of the time, at least with my site, people read the title and immediately comment or just read what other people are commenting. The problem with this is that it can aid find misinformation spreading on the internet. Still, when you lock information behind a paywall, that limits the number of people getting that information.

It’s a struggle to get people to click on the article, and getting people to pay to read it is much more challenging. This means people turn to people in the comments and other secondhand accounts to get the information.

On a related note, have you ever played the game ” Telephone?” You get a group of friends and whisper a phrase to one of them, and they’re supposed to whisper it to other people, and once it gets to the last person, you see how much the phrase has changed. Usually, the phrase has changed somewhat. That’s because most people can’t recall exactly what was told in the time it takes to hear the phrase and then repeat it. So the more people the information goes through, the more human error is filtered in.

Same with information on the internet; when we get information secondhand, the person’s biases and interpretation get filtered in, and god forbid, they’re an idiot. If you’re blocked access to the sources of information, you’re denied the ability to scrutinize the data for yourself and to form your own opinion.

*Obama voice* Let me be clear. I don’t think anything is wrong with Forbes and Bloomberg charging money. Still, I believe it puts up a wall that could potentially facilitate spreading of fake news by limiting access to information from people.

For instance, recently, there was a dispute between Platinum Games and the former voice actress for Bayonetta, Hellena Taylor. Hellena claimed Platinum Games only offered to pay her $4000 to voice the title character in Bayonetta 3. However, Paul Schreier of Bloomberg discovered that that wasn’t exactly true through documents and various sources.

He tweeted his article and said Hellena Taylor’s claims were misleading, which some people in the comments said he needed to provide proof. He did. The evidence was in his article, but it seemed most of the comment section hadn’t read it. There were a few who did who tried to explain what was happening. The problem with this is that it’s that person’s interpretation. The others who didn’t read the article were losing out on the ability to scrutinize the information for themselves.

Again Bloomberg is great, and their prices are more than reasonable. But writing something and putting it on social media is 50% hoping people read past the title, 45% defending yourself against people who didn’t read past the title and begging them to do so, and 5% wondering why you even bothered.

And as much as we hate tactics like clickbait, if it didn’t work, sites wouldn’t do it. We’ve all done it, given in curiosity, and clicked on a clickbait article. However, I think clickbait is a toxic practice and breaks the trust you’re trying to build with your readers.

With all this said, I wanted to devise a way to monetize  The Icon while avoiding some of the pitfalls mentioned above. And remember, we’re not as big as Forbes or Bloomberg ( yet), so our founding needs aren’t as vast.

We will try to avoid pay walling content and instead offer optional ways to help fund us.

We’ll have to build trust with our audience, and that means giving them the information they need without clickbait and without adding a bunch of padding to the article. This means some articles might be short, or some information doesn’t need to be articles at all and will instead be a Twitter post. Posts will have critical information immediately at the beginning of the article. We want to keep you all moving forward, so we don’t want you scrolling for necessary information. We want you to get the information you need and decide if you want to keep going.

We’ll employ ads, but we’ll keep them from being intrusive, and additional funding options will be optional for those who enjoy our content and want to support us.

It’s easy to say all of this now. But creating something and making money from it has a slew of struggles, some I’ve spoken about and some I’m unaware of. So, we’ll see.

 

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Video Games

Dealing with the Grief of Losing an Online Friend

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There’s still a bit of stigma about meeting people online. I remember people speaking in hushed voices as they said, “We met online,” when asked how they met their spouse. Not me, though. I don’t care what people think. #rebel.

But I have felt the awkward looks and questions when I’ve told them I met my fiancee on an online dating site. We’ve been together for seven years but yes, Karen, raise your eyebrow in surprise as I tell you we met online.

But those things were never the most challenging part about meeting people online. The hardest part was the distance. Sometimes we have online friends across the country; heck, some of us have friends across the world. So I thought distance and realizing someone you played with hadn’t logged in years was the worst part. But as I’ve gotten older, I realized something that’s even harder. And that losing a friend.

Recently a friend of mine passed away. We played Destiny 2 together. He and a group of us have saved the universe from the Cabal, raided for hours, suffered in Crucible, and he came to the rescue when I was stuck on that damn elevator in the corrupted strike.

But what’s more, we talked, shared life stories, and checked up on each other, and now he’s gone. His wife called us to let us know that he had passed because he spoke about us, and she knew he would want us to know. We impacted his life enough that his wife, whom we had never spoken to, knew who we were and reached out. That would make me feel special if  I wasn’t so despondent about it.

But the problem with meeting people online is that you can’t just walk into the funeral when your friend has caught a bad case of death. Even if you do have the money, a lot of families aren’t going to think to invite Jason’s friend “NoobPWNr69.”  Not many people are lucky enough to find out their friend has passed away. Many of us have to see they haven’t logged on in years and wonder what they’re up to. We imagine that life probably just got too busy. Sometimes ignorance is bliss. And sometimes you don’t find out until long after the person has passed.

But where does that leave us? The people they leave behind. As if it wasn’t bad enough that they had o go up and die, they leave us to deal with it. As if my therapist didn’t have enough to deal with.

I hate funerals; they’re kind of depressing; however, I think they’re essential in helping us get closure. So when online friends pass, we must find our own way to honor them.

Apparently, Online funerals are a thing. There’s an entire article on What’s your grief that details how to deal with the loss of a friend. In addition, they have some great suggestions that I plan on implementing.

One website suggests having an online memorial. Maybe a web page you and the rest of his online friends can leave comments on. I liked this idea because it gives you something to go back to and look at.

A New York Times article talks about how grief isn’t a problem to be solved but rather something to be lived through. The article even talks about ways to gently and appropriately reach out to your friend’s family.

But the main thing you should know when dealing with grief is that it’s okay. It’s okay that you missed them, and it’s okay to hurt. Friendships formed online are just as real and as special as the bounds you form in “real life,” and anyone who tells you any different probably never lost a friend they stayed up with until 3 am saving the galaxy.

One thing this ordeal has taught me is that losing an online friend has all sorts of difficulties, but I also discovered that there are all sorts of resources online to help. I’ve even linked some below.

If you take away one thing from this article other than I’m a snarky bitch that deals with his grief with humor, I hope it’s that it’s okay that you’re hurting and you don’t have to do it alone.

With that said, we at The Icon give losing a friend – infinity out of 5. Don’t recommend

 

Grieving an Online Friend: 8 things you should know

New York Times:  How to Grieve for Online Friends You Had Never Met in Person

This is a post by the CDC about dealing with grief during COVID. I feel many steps would be suitable for losing an online friend.

Send me a message. I can relate.

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Video Games

The Icon Monthly Oct 1st 2022 | Burnout in Video Games

Discussion about experiencing and overcoming burnout in video games.The Icon Monthly is a monthly letter from Editors that sest the tone for the month to come.

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In the mid-2000’s Xplay did a bit where they said Adam Sessler was leaving to do his own show called “Meet the Sess” with the tagline: “The fun Stops Here.” But, of course, Adam wasn’t going, and there was no show. It was a part of a bit which basic concept could be boiled down to “What if shows about video games were more like shows you’d see on CNN and Fox News?”

Ironically, over a decade later, I feel that’s precisely what many video game content creators, including myself, have done. Created content about video games that’s full of anger, contempt, and devoid of fun. But unlike Meet the Sess, this isn’t an April Fools Joke; there is no punchline.

I feel like so many of us wanted video games to be taken more seriously that we overcompensated and swung the pendulum in the other direction. Please make no mistake; I know how messed up the video game industry is. Rampant labor disputes, sexual harassment, corporate greed, and that’s not even mentioning issues of the games themselves, such as stagnation of content, an overabundance of microtransactions, and major corporations buying every studio they can.

These issues shouldn’t be ignored, and I think they need to be focused on more. I think looking at the industry through rose-colored glasses and not talking about serious issues is a problem in the community.

But for me, there needs to be a balance. So we have room to talk about serious issues that face the community while remembering that video games are meant to be fun.

Everything doesn’t need to be so serious all the time. Yes, talking about crunch in the industry needs to be handled with care, but that same type of tone doesn’t need to be carried over to, let’s say, a review of Pokemon Snap.

I believe video games can capture the feeling of whimsy better than any other art form. Yet, I noticed all my content, whether it be video or article, was handled with an air of deadly seriousness.

Eventually, I went over a year without posting. Then it hit me. I  fell victim to something you always hear about in the news but never think it’ll happen to you. Burnout.

And not just with video games but with technology too. Yes, these industries have their issues, but there are bright spots too. Bright spots I lost the ability to see.

But I’m not here to blame this on a toxic industry or communities. As a journalist, my job is to tell stories from all over the community, good and bad. I also have to remember just how big the video game industry is. Some indie companies are taking strides to fix the problems that a lot of the bigger companies have cultivated. There’s innovation and creativity abound out there. There are good people and fun to be had in the big industry and in indie games.

I think that’s the point of video games, to spread joy, and in turn, I want to try to spread joy by talking about it. So I want to talk about and discuss the bad things while also leaving room for the good.

After all, even something like politics that has implications that affect all of our lives has shows like The Dailey Show and the Colbert Report.

I want to take a lighter tone and focus more on the positivity in the community, even if I have to search for it. But the bright side, I don’t think I’ll need to search for it hard.

Ironically now that I’m leaving my burnout, I realized I just burned out I was and for how long.

It even showed in our logo.

Just words,  not that different from CNN or Fox News. I wasn’t happy talking about games, and it showed.

With all that said, where do I go from here? I’m now taking precautions to keep myself from burning out. I’m not going to try to emulate some misguided idea of what talking about video games should be because teenage me was so desperate to have video games taken seriously.

Instead, I’m going to be ok taking breaks from talking about video games and taking time actually to play them and, if I’m lucky, actually enjoy them.

Video Games and technology are still fun; even though I lost sight of that for a while, I want to focus myself and The Icon on that in the future.

And to anyone experiencing burnout, please remember it’s ok to take breaks; if you’re able to, you should. Hopefully, with time maybe your joy can find you again too.

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