Around a week ago, there was a post made by the one and only Alan about how in-game currency grinds his gears. As I was reading it, I definitely agreed on all points and was so exuberant that someone finally talked about it. In my opinion, microtransactions should be limited at the very least. I mean, if you have to pay money to get more lives to advance in the game (cough* Candy Crush Saga*cough), I feel like either your Facebook friends are going to hate you or you will need an extra job to just to pay for an extremely simple mobile game. Speaking of Candy Crush Saga, did you know it makes $3.5 million per day? At that rate, is King Digital Entertainment going to buy the United States? Here’s the link: http://www.celebritynetworth.com/articles/entertainment-articles/will-believe-much-candy-crush-saga-makes-every-day/. My point is that microtransactions makes these games feel more like gambling at casino rather than actually having fun playing games.
Another point I want to bring up is that the microtransaction may not be bad by itself, but only by system. For example, you pay for powerful weapons to play a certain mission, then the microtransaction is seen as a negative thing. As long as the game just uses microtransactions for times when you are really impatient, it is fine. One evidence I have is Real Racing 3. According to this link (http://www.148apps.com/news/503-ios-racing-game-shocking-reality-iap-real-racing-3/), it would take 472 hours or you would have to pay $503.22 to get all the cars. Now that is just a trap that you should avoid by use reading the reviews before downloading.
Now a counter-argument would be that microtransactions allow people to support the developers of the game. My argument against this is that you’re just getting trapped, at first the game seems like a piece of cake then you get addicted and next thing you know? You’re paying dollar after dollar just to get to the next level. I don’t hate the developers, but making the customers be part of an addiction similar to drugs really isn’t fair. I would say the best thing to do is to offer a demo version with no addicting microtransactions and create a full version and charge users a one-time fee.