Microtransactions are seeping into console gaming, and it makes me feel bad

Lara Croft

Imagine you're a child. Imagine you're out in the park one day, and you find a shiny 50p. Also, imagine it's the 90s. Stick with me here.

You take your hard-earned pocket money to the corner shop, selecting for yourself a paper bag of sherbet lemons and some Opal Fruits ("what excellent, historically accurate detail," you say. "I am so totally immersed right now"). The huge, hairy shopkeeper looms at you. "It'll cost you extra if you want anything but yellow Opal Fruits," he booms. "Also, I'm out of sherbet lemons. You can have peeled grapes instead. Maybe come back tomorrow, but you'll have to pay again." You pay, unhappily, taking your yellow Opal Fruits (the worst flavour) and your peeled grapes. He doesn't give you a bag. "50p extra for a bag," he snorts, turning away to read his copy of Smash Hits.

Rise of the Bank Raider

When companies like Ubisoft start to charge in excess of $100 for extra in-game currency to buy weapons, outfits and missions, you know something's gone really wrong. Are they saying that these things are worth more than the base game? Are they saying that anyone who just paid the $60 to purchase the game are less valuable than those who buy microtransactions? How are the companies really making their money, and are they not making enough from the game sales themselves? How far will this go?

Destiny's microtransactions, announced this week (and mentioned by me earlier) will only allow the player to buy emotes, which are simply gestures that your character is able to make. They're entirely cosmetic and buying all the emotes in the world won't make you a better player. But many Tomb Raider's in-game purchases (also announced this week) will give you an advantage in leaderboard modes, while some, such as Big Head Mode, are also cosmetic. Cheat code have gone away - now we pay for them.

Microtransactions are difficult to form an opinion on, given how wildly different they can be. With free games like Hearthstone, they offer a deeper, more immersive experience for people who want to get more into the game, the same as real-world card games do. With games aimed at children, it can be an insidious way to market directly at younger, more impressionable minds who will transfer the marketing in a much more effective way to their parents.

But with games you've already paid a lot for, it's tricky - does it offer more for people who have the money, and want more? Does it encourage companies to raise prices? Will it devalue the customer who bought the game in favour of those willing to spend more? Unfortunately, given the relative newness of microtransactions, only time will tell. Maybe they'll die out, just like Opal Fruits. Here's hoping.