By now, people are well aware of the many failings of the third Mass
Effect game: It had Day 1, On-Disc DLC that seemed far too integrated
with the game to be anything but an obvious cash grab, most of the
game failed to acknowledge the player's choices from previous games
and made them feel irrelevent, and the ending was a failure in more
ways than one. However, there is one area of Mass Effect 3 that
people tend to ignore, the cooperative multiplayer. I am not here to
talk ill of the multiplayer mode in its entirety. In fact, I enjoyed
my brief time with the mode. They used the core mechanics of the game
in a very clever way to produce an enjoyable and coheasive
experience. However, I have one big gripe with the cooperative mode.
That would be its use of microtransactions and how they affect the
overall experience.
Theoretically,
I am not against the concept of microtransactions. It is fine for
developers to charge for unlock codes to things players can get by
just playing the game normally. From a business standpoint, it makes
sense and is a good way to increase the income generated by the game.
It also allows players with less free time to compete with players
who play constantly by using money to gain the rewards normally
obtained through gaining experience. Both parties, the creators and
the consumers, stand to benefit from offering this option.
Considering the
state of the AAA industry,
it makes sense for a publisher to try to make as much money as they
can off an investment while maintaining the good will of the fanbase,
and this is one of the best ways to do that.
It is not the fact that Mass Effect 3 had microtransactions that
bothered me. What bothered me is the fact that they allowed
microtransactions to negatively affect the design of how the game
progresses in another obvious attempt and jarring cash grab. Allow me
to explain. The way progression in Mass Effect 3's cooperative mode
works is that the when the player finishes a match, they gain
experience towards the class they played as for that match as well as
in-game credits which can be used to purchase weapons, characters,
upgrades, and items. Here is where things get interesting. It is
impossible to directly purchase the these items. Instead, the player
must purchase packs which have a random chance of dropping the item
wanted. As icing on the cake, the player does not need to use in-game
credits to make these purchases. If they do not wish to go through
match after match to build up credit to buy packs, they can always
use real world money to purchase them. I can only assume that the
reason they chose to handle microtransactions in this manner is to
maximize profits. However, handling it in this manner ruined the
player experience in a few ways.
The
biggest way this ruins the experience is that it can potentially
negate any advantage one might gain through microtransactions. The
draw of using microtransactions, at least on the player's end of the
bargain, is that it allows a player to earn rewards for a small fee
that would require time on their part to unlock normally. It is
paying for expedience. This is lessened through the use of packs. The
developer cannot guarentee that someone paying via microtransactions
will receive the item they wish to buy, which defeats the purpose of
having the option. (Again, from the consumer standpoint, not the
standpoint of the publisher, whose goal is to make money.) Rather
than give customers a guarenteed payoff for spending hard-earned
money on the game, they give them the chance to waste their money by
purchasing packs without getting anything of value out of it. The
only reason I can see to use this model is to capitalize on people's
inability
to gauge purcahses
and hope that they spend tons of money on the store before realizing
exactly how much they spent. While part of me thinks that this is
sheer genius on the part of EA, the other part sees nothing but a
slimy and unrewarding business model surrounding an otherwise
enjoyable game mode.
The
other reason this negatively impacts the cooperative mode is the fact
that it completely randomizes the reward system. A big problem with
the system Mass Effect 3 has in place is that there is no way to
reduce the pool from which you draw items from. The same list of
items can drop from all of the packs in the game. The only difference
between packs is the likelihood of obtaining rare items. Many players
have bought hundreds of packs and only obtained a few items in the
same category of equipment they will actually use. Countless
stories on
the internet exist where a player who mainly uses Generic Weapon Type
X gets nothing but Type Y from the packs they are buying. This
results in being unable to upgrade their equipment to more powerful
weapons for several experience levels worth of matches, meaning that
they are farther behind than other players who have been favored by
the random number gods. When designing this system, they should have
taken into account how it could and would affect the overall
progression of the players of this cooperative mode.
Now,
I have come down very harshly on the microtransaction system included
in Mass Effect 3. However, I do believe it could have worked. There
are alternatives the team at Bioware could have used to include
microtransactions while preventing, or at least alleviating, the
progression problem that belies the current method of inducing them.
The first of my proposals involves scrapping the trading card
game-like system we have now in favor of one of direct purchases
using either in-game credits or cash. In this system, every weapon,
character, and item is unlockable from the start. Each of them will
be assigned a price in both cash and real world credits. To unlock an
item, the player will need to either save up the credits through
playing matches or by outright purchasing them with money. Upgrading
weapons would also cost credits or money. Since we are no longer
using random draw and are allowing people to pick out and save up for
items, the prices would need to be elevated in order to compensate. I
would advocate this system because it would place player progression
more in their own control. This way, they do not feel like they are
not getting anything out of playing the game or spending money
because they know exactly what they are saving up for or buying.
There is complete transparacy and no one will come out angry or
disappointed. While I personally consider this to be the ideal, I can
see why a publisher might not like it. It does reduce the ammount of
money they can earn through microtransactions and it reduces the
Skinner
Box style
enjoyment a player might feel when buying packs.
With that in mind, I have another proposal. My next plan would be to
shamelessly rip off the microtransaction/drop system for a very
successful free-to-play game: Team Fortress 2. I am sure the vast
majority of the ones reading this are already familiar with the
system in place with Team Fortress 2, though I will do my best to
explain it for those who are not familiar with it. In Team Fortress
2, the player is allowed to equip items that have positive and/or
negative effects on the player character. These items are available
for sale from the in-game store for real-world currency. However,
players do not have to spend money to obtain these items. It is
possible, through playing the game, to obtain these items through
random item drops. They occur semi-randomly in the game and often
enough that the player will obtain them at a steady rate. The
positive of this system is that it keeps the Skinner Box manipulation
of players, giving them the satisfaction of getting great items after
enough tries, yet allows players who do not like this style of play
to purchase the items they want directly. This provides an outlet for
those who dislike random number generators while maintaining the
option to just keep playing for a chance at getting the item. I would
advocate more frequent drops then Team Fortress 2 has when going this
route, as their drop rates are a little low for my tastes and doing
so would make drop hunting less annoying. However, as an option in
general, this style is very appealing.
But let us once again assume that EA is not sold on that style of
handling microtransactions. Let us go further in our assumption by
saying that they are insistant on using the trading card game-like
booster pack system that takes both in-game credits and real world
currency. It is possible to make a few minor tweaks to the system
already in place in order to improve it. The biggest problem with the
system is how it can give the player a really long run of bad luck by
giving them weapons they have no desire to use. This is caused by the
fact that every pack purchased draws from the collective pool of
every item in the cooperative mode while only affecting the spawn
rates of rarer items. What we can do to make this less luck-based is
to divide packs into different categories. It should be possible to
split up the weapons between packs so that there are dedicated packs
for SMGs, Assasult Rifles, Sniper Rifles, Shotguns, and Pistols.
Doing this gives the player the ability to control the general type
of the items dropped while maintaining the random element inherent in
the system. It is similarly possible to do this with new characters
by giving them a dedicated pack. Of course prices for these packs
would need to be adjusted. If they wanted to, they could still have
the option to buy those packs that can contain anything, but they
would need to be cheap to encourage that pack's purcahse over others.
By giving players a slight control over drops (by affecting which
type of item drops), the possibility that the player is negatively
impacted by random draw is minimized, if not outright eliminated. It
also preserves the Skinner Box that can encourage players to
continuously play the game or spend money on it.
This addition to the Mass Effect franchise, the cooperative mode, is
a fun extra added to the game. It has all of the ingredients of a
good time. To me, it is good verging on being great. The mode was
marred, however, by the way it handled microtransactions. They could
have been done well and served as more than just another cheap
attempt to make more money. (Though that would have always been a
motive, there is no avoiding it.) It could have added to the
accessibility of the game, but it has to be done in a more
intelligent way. The system in place with Mass Effect 3 feels
sloppily done and hamfisted into the mode, giving players the
impression that they are being exploited by corporate. Since it seems
like free-to-play is becoming a bigger part of the industry, it will
be even more important going forward to master the inclusion of
microtransactions and their affect on the game. Hopefully, developers
and publishers alike can learn from this game's failures and move
forward.
5 comments:
Basically, the article boils down to this: The multiplayer component is well done, but broken by the inability to control progress. Here are some options. Learn to design, idiots :P
Personally I'm in favor of the types of packs method. I DO like the tier system, where you can get commons from starter packs, at least 1 rare from veteran packs, and so on, for larger amounts of money. It's just that it causes a tendency of what you play being influenced by what you get, instead of the other way around like it should be.
The thing with that is, loosely controlling what you get and tiered packs don't have to be mutually exclusive. It's entirely possible to meld the system I discuss in the third option with their original system. It would obviously result in a lot of different packs (which might be a problem), but it would be a nice marriage of affecting drop rates and the overall pool.
This would obviously need an adjustment in terms of the prices and it might require the inclusion of more equipment, but I think it could work.
Yep totally agree. I thought about mentioning that, in fact.
Although you would end up with... at least 15 different weapon packs (5 weapons 3 tiers each). Possibly being too complicated for it's own good.
You could get by with two tiers (a regular one and one where super-rares are more likely to drop), but that still does lead to potential overcomplication.
Ugh. This is what happens when you put Yu-Gi-Oh in my Mass Effect. Things can end up stupid or overcomplicated.
Ahhh Yu-Gi-Oh... That brings back many fond memories.
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