Titanfall 2 has recently presented me with an interesting dilemma. After its release, Respawn’s tragically underperforming game opened a microtransaction store – or at least that’s what it’s been called in the press.
As somebody who quite notoriously rails against the practice of introducing free-to-play elements in premium games, I was ready to disqualify it from any year-end honorifics and be grumpy about the whole thing. However, after looking at them myself, my initial inclination was to not classify them as microtransactions – at least not in the way I would for other fee-to-pay games.
While some may think I’m being pedantic, I think it’s worth examining the items available for Titanfall 2 and seeing where one draws the line.
Obviously, for those who have no problems at all with microtransactions of any flavor, or consider anything cosmetic acceptable, this is a cut-and-dry issue. For the rest of us, there’s some meat to chew through here.
Rather than offer premium currencies, gambling systems, or other shady economic options, Titanfall 2‘s content offering is at the very least refreshingly direct, reminding me of older downloadable content from the late 2000s.
The store currently offers various cosmetic “packs” containing paintjobs and skins for the multiplayer, ranging from $1.99 to $4.99. It’s worth noting these skins do not represent indefinite purchases or random gambles like you’d find in free-to-play games. You pay for what you want, you get them, and that’s that.
On the flipside, it’s also important to consider these are not things you can earn in-game, which is a common justification for microtransactions. If you want these skins, buying them isn’t simply a faster option, they’re the only option. At least, as near as I can tell.
Before we go any further, I should say that these are absolutely microtransactions on a literal level. A microtransaction is simply a small payment for virtual goods – it used to mean tiny payments of under a dollar but has expanded over the years to at least cover anything under five bucks.
So yes, going purely by the objective definition, these are microtransactions.
What muddies the water for me is that while they are indeed microtransactions by definition, they’re not entirely representative of what I’ve so regularly called “fee-to-pay” elements. You’re not buying a $60 game that will then keep hammering on you to continue paying additional cash indefinitely. Electronic Arts – in this one instance – is not using a common free-to-play model in order to keep making bank on something it already sold us.
Any form of paid multiplayer content will have similarities with fee-to-pay problems. Even one-shot cosmetic items, like the ones seen in Titanfall 2, will create that “haves and have-nots” economic structure with those who paid to look cooler than other players, thus tempting more customers to stump up some cash.
The same is true for season pass exclusives and pre-order bonuses, as well as any traditional DLC that’s tied to an online community.
Part of what might make this contentious for me is that I remember clearly the time before “microtransactions” became part of the gaming lexicon. Before free-to-play games popularized the term, small payments for downloadable content in games were just considered part of the wider DLC smorgasbord.
Specifically, I’m thinking of things like Dead Space, which had always offered cosmetic skins as their own unique purchases. The big contention with those skins was not that they were “microtransactions” but that they were launch-day items as well as ludicrously priced. Five bucks for a single skin was stupid, and I even said at the time I’d have been willing to maybe buy some if they were a buck or less.
In the years since then, however, microtransactions became the go-to term for these smaller pieces of DLC, but it was so closely associated with the free-to-play market that it consistently represented premium currencies, keys for random loot boxes, and similar schemes that were often acceptable trade-offs for genuine F2P games but took on a grotesque vibe when shoveled into anything that charged money up-front.
Dead Space is actually a prime example of this. Dead Space and Dead Space 2 both had launch-day cosmetic DLC, and people were annoyed only by the fact this content was sold at launch. Dead Space 3 introduced a grind-flavored crafting system with a true fee-to-pay economy, and that‘s when the series was slammed for its microtransactions in ways the previous entries hadn’t.
Many of us, I believe, mentally distinguish microtransactions by their delivery method and impact, not just the amount of money being charged.
I think most of us can look at Titanfall 2‘s DLC as microtransactions on an objective level but it becomes significantly tougher to consider them representative of all the negativity that rightly surrounds the word. Yes, that word has a specific meaning and it applies to Titanfall 2, but language is always evolving and words that have established definitions can take on new meanings altogether with enough use.
The game industry is well aware of this, and has taken steps to mitigate bad publicity.
EA once tried to use the labels “macro monetization” and “micro monetization”, attempting to retroactively normalize microtransactions by dressing them as the natural flipside to traditional post-launch content.
It benefits the game industry to keep terms loose and ill-defined, to keep switching the language and attempting to confuse the audience so things can slip past the radar. With that in mind, you can look up microtransactions to see them defined in fairly broad terms, while different platforms all use different words – in-app purchases, free-to-start, in-app billing, etcetera.
Mileage varies on what is or isn’t acceptable here, and there is no right answer whatsoever. The acceptability of DLC practices is defined only by the individual customer on a case-by-case basis. If you’re buying keys for loot crates, then clearly they’re acceptable for you and I wouldn’t tell you you’re wrong – it’s your money to spend as you see fit, even if I personally hate to see business practices I’d consider scummy get rewarded.
For me as a critic – one who has strong feelings about fee-to-pay that directly impacts my coverage of games – it’s an intriguing question and a knotty issue. Titanfall 2, for example, made the shortlist for the Jimquisition Awards, but my rule that microtransactions in premium games disqualify them for consideration has been pretty hardline and this, by virtue of the wording I’ve used, is easy to shoot down as a violation of that rule.
But I can’t claim to find Titanfall 2‘s DLC to be truly galling due to their one-shot nature and mostly decent pricing. It’s not what I think of when I use the term “fee-to-pay” which, admittedly, is a term I made up myself and never exactly took off outside of my own tiny pocket of influence. I wish it caught on as well as “asset flip” did.
At the very least, Titanfall 2 may well represent the softest possible side of the thorny microtransaction subject. In a year where Overwatch sported a mutilated, unsatisfying reward system and Square Enix royally took the piss with Deus Ex: Mankind Divided, it’s hard for me to take offense at Respawn’s little marketplace.
Like I suggested only recently though, the “it could be worse” excuse starts us down a rocky road where previously dismal practices gain acceptance because even worse ones keep rising up.
That just leaves me back at square one – on the fence about Titanfall 2, caught as it is in the space between the true definition of “microtransactions” and the excess that is “fee-to-pay.”
It’s something I’ll be giving a lot of thought before my year-end wrap-ups start (which will be very soon!), and it’s definitely something I’ve found rewarding – if frustrating – to mentally tear into.
God though, Overwatch‘s loot boxes are fucking shit.
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