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Mass Effect 3: The Problem With its Multiplayer Microtransaction

Mass Effect 3 Multiplayer screenshot 2 996443196

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.

 

Article by:
enigma530
About the Author:
I'm a college student managing a hectic schedule in the hopes of being a game programmer. I also write about games in my spare time on my blog: pressstarttodiscuss.blogspot.com

Posted: 10 Sep 2012 12:26 by SefHighwind #5754
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Very nice article! I never played the multiplayer myself (when the game launched my Ethernet port on my PS3 wasn't working), but I did watch my roommate play it a lot. It did seem odd when he would use actual money for the item system, which did seem like he was buying a booster pack of magic cards.

I think over all, Microtransactions do work well if the developer knows how to incorporate the system well.
Posted: 10 Sep 2012 12:32 by CoonSurya #5755
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EA is notorious for blatant cash-grabs and general anti-consumer sentiment. It is a very large part of why most gamers don't like the company, even though some of their splinter studios occasionally produce decent games. Considering how big Mass Effect got, I can't say I am surprised they were unable to keep their fingers out of it by the third game. It sounds like their greed very nearly botched the game.

Microtransactions need to die. I can't be of any other opinion on this. If current trends continue, we are liable to see almost every game of the next generation operating on some kind of "subscription service" or equivalent in season passes and microtransaction stores. If you think games are barely affordable now, how do you think that will be? I would rather spend $50 on a game I could play through to the end, with the option of DLC later, than spend $30-$50 on a game I have to keep spending money on as long as I play it. This is why I've traditionally shied away from MMO's. Free to play is better up to a point, but most studios abuse the shit out of it to the point that calling it free is a misomner.

The only possible good use of microtransactions that I can figure is optional stuff that does not directly effect the game (such as character costumes) or goods that can be unlocked through the course of play such as random drops; microtransactions in this instance allows the player to part with money to eliminate the 'random' factor. Even this isn't completely good; It is what created the Pay To Win genre, after all.
Posted: 10 Sep 2012 13:25 by enigma530 #5756
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The thing here is that microtransactions don't even skirt the random factor in Mass Effect 3. It's just giving you another try at getting the item you want. There is no difference between the packs you save up for by playing the game and packs you spend real money on. THEY ARE THE EXACT SAME THING.

And I am with you. There are only two ways I can support microtransactions. The first way is, as you say, when they offer up cosmetic items like hats or costumes and stuff. I am perfectly fine with that. Secondly, if they is a way to earn the item in question through just playing the game normally. I am all for an "expedience tax" or a "uniqueness tax", but that's it! In any other case, I have to put my foot down. Subscription fees and pay-to-win are massive turn offs for me. The underlying point of this is that it can work, but it needs to be done smartly. (Fuck you, Skylanders!)
Posted: 10 Sep 2012 14:52 by SefHighwind #5757
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The problem is that the big companies are looking into what the smaller Mobile companies are doing for their IOS or android games. I can't tell ya how annoying it is to get a game for my phone for free, then they pull the "If you want to continue the game past this point buy the next chapter!" Unfortunately with the mind set of most Mobile people, they want to buy it due to the "low costs" as well as one click purchases.

However, as Console and PC gamers, we make huge 60 commitments to the games we purchase. The big companies are seeing how well the mobile market is adapting to the idea of Micro-transactions, but yet they haven't found a way to make it usable for the console PC market. I agree with y'all both, I wouldn't mind throwing down a dollar or two for some cosmetic item (I've got a bad feeling Sega might do this for the upcoming Sonic Adventure 2 HD), but it's just weird of having the option to toss around money for something I could easily gain if I just played the game.
Posted: 10 Sep 2012 15:43 by enigma530 #5758
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I've seen Android developers do that for many of the games I've tried. It's what eventually caused me to give up on mobile gaming on my phone. (Though I still keep my PSP with me.) :)

And this problem of figuring out how to implement microtransactions will be a major problem going forward. Though I have continuously argued against it, AAA publishers have been pouring an unnecessarily large sum of resources into making games in order to stay on the forefront of graphics and other technology at the expense of real game design. Thanks to this, we will see an increasing interest in microtransactions as a way to gain additional profits. Until people start to realize that top-of-the-line graphics aren't as important as they think it is, we'll be seeing an increase in this kind of microtransaction model. (And as a side note: All the shitty DLC business models we have been seeing this console generation.)
Posted: 10 Sep 2012 18:11 by CoonSurya #5759
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Enigma, your talk about the mobile market definitely rings true. Many people in the industry are seeing mobile as the Next Wave of gaming, to the point where game developers are jumping ship and setting up studios catering to mobile only, causing something of a brain drain in the console market. Mobile might have some potential, I'll give it that...but as a platform it will never garner the same kind of success as console games. The reason I say this is that games are a secondary function on smartphones by design.

We saw the reverse of this principle with the PSP. Sony made what appeared to be a robust mobile gaming platform and then proceeded to release almost nothing but movies on it. Is it any wonder it didn't perform as well as the DS?

Mobile will have its stars, its Angry Birds and its Plants vs Zombies...but comparing a generation of mobile games to an equivalent generation on console...I think it's clear there's just not as much potential for it, even though "everyone" has a smartphone. The concerns you raise also make me worried for the OUYA, which is based on an upscaled system like what mobile devices are using.
Posted: 10 Sep 2012 18:22 by Tatsuya_Satoshi #5761
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Well, EA.
The fat lady is getting ready to sing.
Either distract that bitch with some cake, bring out a hot chick singer, or just admit it:
YOU'RE DONE.
Posted: 10 Sep 2012 18:24 by enigma530 #5763
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As for OUYA, I am cautiously optimistic. I do not expect it to compete with the consoles or PCs at any real level. However, I do have the hope that it will serve as a good platform for indie devs and small scale studios to make names for themselves. I think that's why so many people backed it.
Posted: 10 Sep 2012 20:40 by CoonSurya #5765
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I backed it myself, though I worry it will take the place of my Wii as "Unit most likely to collect dust on my shelf".

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