Games that ruin the fun: the slavery of micropayments

Over the last decade , a new type of content has proliferated within games , called micropayments. That is, small amounts of money that often do not reach a couple or three euros, and for which we can get an essential element (or not) within a video game. Be it a resource, some coins, various characters, weapons, aesthetic elements, stages or whatever the developer has imagined that we are interested in having and what we might be willing to pay for.

5 Games that took away your illusion

the slavery of micropayments

The result of these practices is that video games have stopped costing only the 70 or 80 euros of their full price , which the companies say, but these amounts are shot up much further to 100, 150, 200 or more. Everything will depend on how much we are willing to squeeze the wallet and how diabolical the programmers have been to complicate things within a normal progression of the game that ends up pushing us to visit the store more than we would like.

In addition, if we have decided to want to make this short list of games that took away our illusion of having fun based on micropayments, it was after learning that, in just eight weeks, Diablo Immortal has reached 100 million dollars in revenue thanks to those items that flood everything, and about which the community has complained bitterly after seeing that Blizzard had transformed its legendary franchise into a shameless vending machine.

So if you think so, we are going to remember five cases that were (or are) especially bloody:

Farmville

Farmville.

It was in 2009 when, in the heat of the arrival of smartphones, a company devised what we could consider one of the first free 2 play that, over the years, we all know what pay 2 win really means. With that innocent development in which we created farms and harvested the harvest, we realized the importance of micropayments focused on acquiring time (also tomatoes, cauliflowers, small trees, animals, etc.) to continue collecting raw materials within the game . Any fun it was died instantly when it forced us to stand for hours at a time …unless we paid.

FIFA

FIFA.

Without a doubt, the FIFA saga has to appear on its own merits because all the part of its famous FUT (FIFA Ultimate Team) is designed so that the kids do not stop buying envelopes with these cards that allow us to make dream teams, with footballers of all times and that later give us the opportunity to compete at a higher level in online matches. Who has not paid to see if Ronaldo Nazario comes out?

Call of Duty Modern Warfare Remaster

COD Modern Warfare Remastered.

Activision has also jumped on the micropayment bandwagon, albeit with a little more decorum than many other companies. Although there was a moment that raised the community in arms when a map pack for the remastered version, “Variety map pack”, was priced at 15 euros compared to the 10 it cost in the game without remastering. On top of that, to the greater outrage of the players, that package reached PC users completely free through the original version of Call of Duty Modern Warfare that was still working.

Heartstone

Hearthstone.

Without a doubt, it is the laboratory that has led Blizzard to launch Diablo Immortal . A card game based on World of Warcraft that has not only raised hundreds of millions of euros in recent years, but has also seeded its menus with a whole rosary of micropayments that are focused on us going through the box without even tempting us to look for rewards Playing. And it is that even the DLC are marketed in card envelope format and not as starter packs with a basic deck from which to improve.

Star Wars Battlefront II

SW Battlefront 2.

It has remained in memory as the clear example of what it means to ruin the fun and the gaming experience when the meta is designed looking for players to checkout yes or yes. The progression and the rewards forced the gamers to have to invest countless hours, with the clear intention of pushing them towards the store so that they would leave the euros. Pressured by the community, Electronic Arts backed down, although the anger and scandal was so great that this was the starting point of many laws in different countries to put an end to the so-called “loot boxes”.