Tag Archives: Microtransactions

‘Cyberpunk, ‘Witcher’ Studio Doesn’t Believe In Microtransactions In Single Player Games – Forbes

  1. ‘Cyberpunk, ‘Witcher’ Studio Doesn’t Believe In Microtransactions In Single Player Games Forbes
  2. CD Projekt exec says the house of Witcher and Cyberpunk doesn’t see a place for microtransactions in single-player games Gamesradar
  3. CD Projekt’s CFO ‘Doesn’t See’ MTX in Single-Player Games Insider Gaming
  4. CD Projekt CFO does “not see a place for microtransactions in single-player games” Eurogamer.net
  5. “We Don’t See a Place for Microtransactions in Single-Player Games,” CD Projekt RED Reite… GamingBolt

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Critically acclaimed Dragon’s Dogma 2 hits “mostly negative” on Steam after players raze it for microtransactions – Rock Paper Shotgun

  1. Critically acclaimed Dragon’s Dogma 2 hits “mostly negative” on Steam after players raze it for microtransactions Rock Paper Shotgun
  2. Capcom Addresses Dragon’s Dogma 2 Steam Backlash: ‘We Sincerely Apologize for Any Inconvenience’ IGN
  3. Dragon’s Dogma 2 has surprise microtransactions, and players are angry Polygon
  4. Dragon’s Dogma 2 launches to “Mostly Negative” review bombing after microtransactions reveal, and man, what a bummer [UPDATED] Windows Central
  5. Negative ‘Dragon’s Dogma 2’ Reviews Pour In As Players Discover Its Microtransactions Forbes

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The Main Lesson From‘Baldur’s Gate 3’ Should Be ‘People Hate Microtransactions’ – Forbes

  1. The Main Lesson From‘Baldur’s Gate 3’ Should Be ‘People Hate Microtransactions’ Forbes
  2. Baldur’s Gate 3: will it work on PS5? VG247.com
  3. Baldur’s Gate 3 Causing Some Devs to Worry About Fan Expectations, Larian Responds PlayStation LifeStyle
  4. Will Starfield be as successful as Baldur’s Gate 3? Reddit’s answer may surprise you PC Invasion
  5. Flashback: Western Devs Panicked Over High Quality Of ‘Baldur’s Gate 3’ Ahead Of Release, Wanted Players To View Game As An “Anomaly” Rather Than The New Standard Bounding Into Comics
  6. View Full Coverage on Google News

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Blizzard Defends Diablo Immortal’s Microtransactions

Blizzard’s controversial Diablo Immortal launched to big numbers and high revenue. It also set off an ongoing debate about in-game purchases, digital gambling, free-to-play mobile games, and addiction. The massive publisher has mostly remained silent amid the negative headlines and criticism. But in a new interview, Blizzard boss Mike Ybarra has defended the game’s launch and its controversial monetization, citing high app store reviews to claim that most players enjoy the game.

In yesterday’s wide-ranging interview with the LA Times, Blizzard President Mike Ybarra talked about numerous topics, including the many issues Blizzard faces as it navigates the fallout from last year’s explosive lawsuit by the California Department of Fair Employment and Housing and the ensuing flood of harassment and discrimination lawsuits directed at Activision Blizzard.

He also talked about the company’s most recent game, the mobile free-to-play action-RPG spin-off Diablo Immortal. While many have criticized the game’s in-app purchases, low drop rates, and possibly exploitative mechanics, Ybarra defended the game, saying Blizzard built it so players could “literally do 99.5% of everything in the game” for free while still getting a full “Diablo experience.”

“The monetization comes in at the end game,” Ybarra told the outlet. “The philosophy was always to lead with great gameplay and make sure that hundreds of millions of people can go through the whole campaign without any costs. From that standpoint, I feel really good about it as an introduction to Diablo.”

Ybarra also told the LA Times that he and others at the company are well aware of the online complaints and concerns. But he still defended the mobile ARPG by pointing toward its high rating on the Apple App Store, the implication seemingly being that the broader community of people playing Immortal don’t have a problem with the game or its in-app purchases.

According to the LA Times, Blizzard explained in a follow-up email that the “vast majority” of players are not spending money in the game, but wouldn’t share any specific details. Ybarra seems to suggest that’s a feature and not a bug, but let’s be clear: If this game ever stops racking up millions of dollars, it’s unlikely Blizzard will keep it running out of the kindness of its heart.

Of course, while many players (myself included) continue to play and enjoy Diablo Immortal, there is no denying that it is possible to spend a lot of money on it if you wish to reach the top of the leaderboards and/or want to max out your character’s gear or stats. Blizzard doesn’t seem to have created any real protections to save people from sinking thousands of dollars into the game to get high-ranking gems, and with the game’s abysmal drop rates, it can become a dangerous situation for people unable to control themselves.

Based on what Ybarra has said, and how much money Immortal is bringing in daily, it seems very unlikely that the game will be changed anytime soon to address concerns players have with it and its economy.

Many players are now worried about what to expect from next year’s big entry into the series, Diablo IV. According to Blizzard, it won’t be anything like Immortal and will only include “cosmetic” microtransactions, but even that might feel like too much for some observers.

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Diablo Immortal is bringing in over $1 million a day in microtransactions

Use cash to buy orbs.


Despite backlash from some players, Diablo Immortal‘s free-to-play, microtransaction-laden game design seems to be working out just fine for Blizzard’s bottom line. Using data from mobile analysis firm Appmagic, MobileGamer.biz estimates that the iOS and Android versions of the game brought in $49 million in earnings from just over 10 million mobile downloads in the versions’ first 30 days of availability.

Those estimates, based on public charts provided by the mobile platforms, don’t include the PC version of the game and, thus, may be underselling the scale of its financial success. With PC players included, Blizzard announced that Diablo Immortal hit 10 million installs after just over a week, well ahead of the mobile download pace estimated by Appmagic.

By comparison, Diablo III took nearly six months to sell 10 million copies after its troubled launch in 2012. But that game sold for $60, making it hard to compare directly to a free-to-play game that has brought in an estimated average of less than $5 in earnings per download, according to Appmagic.

The long tail

While Diablo III‘s earnings were front-loaded on initial sales, though, Diablo Immortal seems well-positioned to bring in additional revenue from its existing player base for a long while. As of Monday, for instance, the game was still the 34th highest-grossing app on the entire iOS App Store, despite having fallen to 134th in terms of new downloads.

Many of those initial Immortal players (and payers) will eventually fall away from the game, of course. But that process might happen slower than you may think. Estimates of Android app retention from analysis firm Quettra suggest an app that launches in the “top 10” on the Google Play Store (as Diablo Immortal did) can expect to keep close to 60 percent of its initial users after three months. And public data from mobile hits like Pokémon Go, Angry Birds, and Candy Crush Saga suggests that roughly 10 to 20 percent of all players who had downloaded those games were still regular players a full year or two after launch.

That suggests Diablo Immortal will have millions of active players well into next year and beyond. And while the vast majority of those players will never spend a single cent on the game, the top-end whales could easily spend enough on the game’s confusing sets of currencies to keep the revenue rolling in for Blizzard for a long time.

Blizzard has promised that the upcoming Diablo IV will limit microtransactions to optional cosmetics. But the early performance for Diablo Immortal helps show why the free-to-play business model can be so appealing for a publisher like Blizzard, even if it can be annoying for many players.



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Diablo Immortal’s Microtransactions Have Made It $24 Million In Two Weeks

Diablo Immortal appears to be off to a strong start, as the mobile-focused take on the Blizzard franchise has generated over $24 million USD in revenue in its first two weeks.

As reported by PCGamesN, industry tracking website AppMagic has shared some interesting tidbits of data for the free-to-play Diablo Immortal alongside the microtransactions details, including that the USA and South Korea have spent the most money and that the game has been downloaded more than five million times.

The US has accounted for 26% of all global downloads and 43% of the previously mentioned revenue. Speaking of revenue, South Korea is in second place at 23% and Japan takes third with 8%.

These impressive numbers were achieved despite many players being upset about the implementation of Diablo Immortal’s microtransactions. Certain players have complained about Immortal’s best loot seemingly being very difficult to get without spending a lot of money, and even then that loot isn’t guaranteed.

In our Diablo Immortal review in progress, we said, “I’ve only just started on my Diablo Immortal journey, but I like what I’ve played so far. The combat feels potent and weighty, with plenty of skill options for building out rounded and fun combat approaches. The story moves along at a brisk pace, opening up new zones steadily, while the many character progression systems ensured that I felt like I was always making progress and growing more powerful.

“And with more than 20 hours of microtransaction-free gameplay behind me, there’s clearly a lot of content to enjoy before you need to consider spending money, so this is very much a game you can try before you buy.”

For more, check out our chat with the devs behind the new game as they talk about this new take on the classic series.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.



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No Microtransactions or Online Requirement for Gotham Knights

PS Plus only needed for online play

Gotham Knights won’t ship with any microtransactions when it launches for PlayStation 5 on 25th October 2022. It also won’t have any in-game purchases, you won’t need to connect to the internet to play the campaign in single player, and you’ll only have to subscribe to PS Plus should you want to head online for some co-op action. All these points have been confirmed on the game’s official website on a FAQ page.

The page reads: “No. Gotham Knights will not have in-game purchases or microtransactions.” It then explains how you won’t need to be online in order to play the game by yourself, but you’ll obviously need to connect to the internet should you want to utilise online co-op. The page also confirms Gotham Knights won’t have any local couch co-op: “Co-op mode can only be played with online with an internet connection.” A PS Plus membership is required to team up with a friend online, but you won’t be able to play with buddies on other systems via cross-play. The feature “is not planned at this time”.

Today was a bit of an info blowout for Gotham Knights, headlined by an extensive 13-minute gameplay demo. It was also announced the PS4 version has been cancelled “to provide players with the best possible gameplay experience”.

[source gothamknightsgame.com]



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Don’t Worry, Hogwarts Legacy Won’t Contain Any Microtransactions

Believe it or not, but Hogwarts Legacy – a new game inspired by the Harry Potter series – is on its way to the Switch.

That’s not all the FAQ on the official game website has revealed, though. As many have noticed, there’s a section about microtransactions. The good news is, there won’t be any last-minute surprises to ruin the experience, with the confirmation there won’t be any of this sort of content within the game.

Q: Are there in-game purchases or micro-transactions in Hogwarts Legacy? A: Hogwarts Legacy does not have in-game purchases or micro-transactions.

Avalanche’s community manager, Chandler Wood (who reconfirmed the game was coming to the Nintendo Switch) has also reiterated this on Twitter:

One other part of this FAQ also confirms the game won’t have any online or co-op gameplay:

Q: Does Hogwarts Legacy have online or co-op gameplay? A: Hogwarts Legacy is a single player experience and does not have online or co-op gameplay.

So, there you have it – no microtransactions, and no online or co-op modes. Hogwarts Legacy will arrive Holiday 2022 on Switch and multiple other platforms. Amazon has also shared a look at the game’s box art for Switch.

Will you be adding this one to your Switch library? Leave a comment down below.



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Gran Turismo 7 PS5, PS4 Patch Restores Servers After 24 Hours, Polyphony Digital Comments on Microtransactions

Gran Turismo 7’s servers have been restored after an unexpected and unprecedented 24 hours of downtime. Due to the PlayStation 5 and PS4 exclusive requiring an Internet connection in order to save gameplay progress, the entire experience was largely unplayable over the past day. The new update, which weighs in at 354.5MB, brings the release back online.

Here are the patch notes, from Polyphony Digital:

  • Fixed an issue wherein the lineup of cars would not appear in the Used Cars and Legend Cars dealerships
  • Fixed an issue wherein in some cases the game would not progress to the World Map, making it impossible to play

Series creator Kazunori Yamauchi has also commented on the outage: “Immediately before the release of the 1.07 update, we discovered an issue where the game would not start properly in some cases on product versions for the PS5 and PS4. This was a rare issue that was not seen during tests on the development hardware or the QA sessions prior to the release, but in order to prioritize the safety of the save data of the users, we decided to interrupt the release of the 1.07 update, and to make a 1.08 correctional update. This is the reason for the delay. My sincere apologies for the late report to everyone.”

That makes sense, but we’d argue communication could have been better over the 24 hours the entire game was offline.

Furthermore, it’s not the only concern that fans have with Gran Turismo 7 right now: in-game currency rewards were adjusted with the 1.07 update, raising questions about microtransactions in the £70/$70 release.

Yamauchi had the following to say: “In Gran Turismo 7 I would like to have users enjoy lots of cars and races even without microtransactions. At the same time the pricing of cars is an important element that conveys their value and rarity, so I do think it’s important for it to be linked with the real world prices. I want to make Gran Turismo 7 a game in which you can enjoy a variety of cars lots of different ways, and if possible would like to try to avoid a situation where a player must mechanically keep replaying certain events over and over again.”

He continued: “We will in time let you know the update plans for additional content, additional race events, and additional features that will constructively resolve this. It pains me that I can’t explain the details regarding this at this moment, but we plan on continuing to revise Gran Turismo 7 so that as many players as possible can enjoy the game. We would really appreciate it if everyone could watch over the growth of Gran Turismo 7 from a somewhat longer term point of view.”

Frankly, it’s a terrible statement, and it’s such a shame to see a release so warmly received fall into these obvious traps just two weeks removed from its release. Gran Turismo 7 is a fantastic racing game with some of the best content in the series’ illustrious history, but acting like adjustments to the in-game economy are intended to convey the “value and rarity” of real cars is a ridiculous statement.

Sadly, mere days after launching a critically acclaimed game, Polyphony Digital will now have to work hard in order to save face and restore this release’s reputation. A true unforced error!



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Final Fantasy’s new kart racer is rife with microtransactions, despite $50 price

If you’re interested in Chocobo GP, a full-price, $50 kart racer that launched Thursday, realize first that the game is littered with microtransactions and upsells into them. Irate Final Fantasy fans who paid the freight say they feel duped, and those who play even the free, “lite” version available on Nintendo Switch say the whole thing feels like something you play on your phone.

The gameplay is fine. Pick a chocobo or a Final Fantasy character, zip around a course, and boost your speed or take down your rivals with power-ups and magic spells. As for the rest of the game, “everything is [built] around purchasable season passes despite it being a paid game,” wrote one player on the Final Fantasy subreddit. “[I]t’s basically the same currency systems we see in gacha games, only it’s all for minor cart customization shit.”

While racers and levels are unlockable, karts, outfits, and other items have to be bought at different shops, using more than one in-game currency. Players have to keep track of Gil and tickets, which they earn from playing the game, and then there’s Mythril, which is available only with real money.

“[I] booted up the game, was greeted immediately with ingame currency you buy with mtx,” said one redditor, “battle pass to get rewards with two tiers, and the entire design making it feel like my nintendo switch is a phone. Like am I paying a $50 game or a f2p mobile game?”

Progression through the game’s Prize Pass also feels slow and stingy, according to some players. One tweeted out that, after an hour of online play in Chocobo GP, he won a tournament but was only Level 7 — barely one-tenth of the way toward level 60 and its ultimate reward, a playable Cloud Strife.

There’s also the matter of the Prize Pass’ cost itself. That runs 800 Mythril and, to be fair, some premium games also sell a battle pass, too. While the first season is functionally free, returning players 800 Mythril once players log on, they still have to buy said Mythril, and that’s ordinarily $10 for 1,000 in the currency.

A launch promotion is giving out 1,600 for $8, but that’s effectively only $2 off if you’re only in it to unlock things in the Prize Pass. Further, the 800 Mythril you get paid back from the Prize Pass expires if you don’t use it within five months. It’s clear Square Enix wants players to acquire and spend that Mythril even if they don’t want anything it buys.

“I wonder how long it will take for Square Enix to learn that just because games like Destiny 2, Call of Duty, and FIFA are able to double dip doesn’t mean they can do it too with their lower budget games,” another player wrote on Friday. “You either need the content or the brand to do it, ideally both. Chocobo GP has neither of the two.”

Kotaku noted on Friday that this real-money Mythril economy was not present in the game when reviewers played it. But its intent was still obvious to some reviewers. “Watching [unlockable characters] Squall and Cloud get relegated to a season pass and/or Gil purchases just brought my enjoyment down outright,” wrote Destructoid, “because these crucial cast members should just be in the game with no strings attached.” The review called for the elimination of the Prize Pass and a price cut to make the game “way more enticing.”

Polygon has reached out to Square Enix for additional comment on the Prize Pass, the microtransactions, and player reactions to both.



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