There are exceptions to everything, and this article takes a narrow viewpoint based on my personal experiences. The goal is ultimately to present an optimistic, hopeful opinion on the potential of character progression and micro-transactions, and to fuel discussion. But I need to get some things out of the way first:
Micro-transactions were inevitable.
There was a time when you bought a game for $50, and then a year or two later you bought the sequel for another $50. Then there was the expansion pack, which arrived sooner, for around $35. Then there was the downloadable content, which arrived even sooner, for around $20. Now there are micro-transactions which are available at launch, for around $5. Freemium is the hungry sarlacc waiting at the bottom of this slippery, sandy slope, but I won’t go there today.
Micro-transactions were inevitable. No one should be surprised by them, or be surprised when something happens like Electronic Arts deciding to put micro-transactions into all of it’s future games. It won’t end there.
Micro-transactions are inherently evil.
The trend in micro-transactions for blockbuster games seems to focus on convenience. You can either unlock that gun by playing the game and ranking up over time, or you can purchase it immediately via micro-transaction.
That’s good, right? It means the micro-transactions are optional. You can get access to the same content without having to buy anything!
In part of a larger discussion, Cody Miller gave a response that I think is appropriate when addressing this kind of “convenience” micro-transaction:
“This means that by buying the content, you are paying to not play the game. The only reason to pay not to play a game is if playing it is more unpleasant than paying not to. That means, portions of the game have been intentionally designed to be unpleasant.“
Character progression is artificial.
Let’s change topics for a moment and talk about character progression.
Imagine this scenario: you’ve beaten the singleplayer campaign of your favorite FPS game. There you stand, triumphant, with every piece of armor and weapon you gathered along the way. Now you’re ready to play multiplayer!
Suddenly someone pulls up in a pickup truck, steals all of your armor and weapons, and drives away. But they put all of your gear in the back of the truck with the tailgate down. And it’s a bumpy dirt road. So as you chase after the truck, every few miles you’ll find another piece of your gear that fell out. Sometimes it’ll be a random piece. And after several months and countless miles of running, you finally reacquire everything that you already had in the first place. Now, don’t you feel like you made a lot of progress as a character?
Restricting a player’s access to gear is artificial character progression. If a game is good, it should be fun to be played, and continue to be played, with all of its elements available to the player from the beginning. The game itself should keep you invested—not the urge to acquire something you’ve already had in singleplayer, or with the promise of something you’ll eventually attain.
Micro-transactions and “character progression” work against each other.
Now imagine right after the truck first started driving away, a police officer pulled up and offered to get all of your gear back right now, if you gave him $15.
No matter what choice you make, you’re being robbed—either by the truck driver or the police officer.
Not only is that kind of character progression artificial, but it is devalued by corresponding micro-transactions (the police officer). Ultimately, it makes this kind of artificial character progression truly meaningless: having that gun or armor (that you should have had in the first place) proves nothing about you as a player. Maybe you earned it, maybe you bought it—who can tell? You? How do you feel about someone else having a gun instantly for $5 that you spent weeks unlocking? Does that make you feel like you accomplished something?
Making character progression meaningful again.
If you’re a Halo fan, you’ll instantly recognize this symbol:

The description for the Legendary difficulty in Halo is: “You face opponents who have never known defeat, who laugh in alien tongues at your efforts to survive. This is suicide.”
And when you complete the campaign on Legendary, you’re awarded with that symbol. Character progression wants you to get +2000 XP for beating a level on Legendary, but I would suggest that it’s missing the point. The point is this:

You did that. You defeated the opponents who have never known defeat. You laughed at those who laugh in alien tongues at your efforts to survive. That is meaningful character progression. When someone looks at your profile in Halo and they see that Legendary icon, there is a clear indication of what you have accomplished. When someone looks at your profile in Halo 4 and they see a piece of armor, what the heck is that supposed to represent? You unlock armor with XP, and you can get XP for idling in a custom game by yourself.
I hope, for future Halo games and for Destiny, that character progression stops being about meaningless aesthetic armor and emblem unlocks or access to weapons and starts being about genuine game-based accomplishments, both specific and accumulative:
-Complete a level on Legendary.
-Complete a level solo on Legendary without dying.
-Fill in your medal chest in Halo multiplayer.
-Get a kill with every weapon in Halo multiplayer.
-Win a CTF game on Exile.
-And so on. Stuff you do. There is a reason nearly every game on any platform features some form of Achievements. Even DLC features them! They appeal to players. I would suggest that Achievements could be a better form of character progression than any kind of XP could ever be.
Accumulative character progression/stats, and how XP spoils it.
Kills, deaths, kills with weapons, games won—these are all things that a player does. These things have meaning. Halo: Reach introduced Commendations to track and reward players for doing these things, but it obscured their significance because they were turned into +XP opportunities. You used the Target Locator to grind the Splash Damage Commendation to get XP (okay, cR) to get the armor you wanted (a meaningless piece of aesthetic that should’ve actually been available to you at the beginning of the game anyway). There would be no incentive to Target Locator grind in the first place had Commendations stood on their own, as symbols of character progression, and not XP opportunities.
When you’re matched up with a player in Halo 4 matchmaking, you’re presented with their SR number. That number represents how much XP they’ve acquired by doing anything in the game (seriously, you can get XP for idling in a custom game by yourself). You’re supposed to feel invested in your player’s appearance—because, after all, you had to get all that XP to rank up and unlock those armor pieces.
In Halo 2, when you were matched up with a player in matchmaking, you saw a competitive ranking. A number that was determined by their win/loss ratio. You checked their stats. You saw the things they had accomplished, not the amount of free time they had. It was about what the player did, not how the player looked. There wasn’t any armor to unlock. All aesthetic customization options were available from the moment you started your first game.
XP obnoxiously stands in front of stats, waving it’s arms and distracting you from what a player has actually accomplished.
Will someone just ask XP to leave.
In Halo 3, you could play campaign cooperatively with scoring turned on. Each time you killed an enemy, you would score a few points. It was fun to try to have the highest score at the end of the level. That is an accomplishment. Having a player stat that displays your highest score on each level is what I would call character progression. You get better at the game, you get a higher score, and everyone can see it.
XP wants to give you a few points each time you kill an enemy, but instead of recording those points in a meaningful way, all of those points go into a giant cyst growing on an alien organism. Occasionally it gets large enough and bursts in a grotesque display. And there, from the ick, a faceless clone walks out wearing a new piece of armor. What has that clone ever accomplished? No one knows.
XP just needs to go away.
Keeping players playing.
But, without XP, how will we keep players playing our games?
Halo 4’s Spartan Ops experiment is a step in the right direction. A total of 50 missions were released, 5 at a time, for free, on a semi-weekly basis following the launch of Halo 4. I looked forward to playing next week’s missions. Had 343 Industries simply released all 50 missions on launch day, players would have beaten them within the week and there would be nothing to look forward to. 343 Industries would have missed out on the opportunity to draw players back to the game.
Timed release of genuine content is incredibly smart. That, I propose, is the right way of keeping players playing your game. Not taking away their guns and giving them back, grudgingly, one at a time, unless they fork over their lunch money.
There is no such thing as a free lunch.
If no one is making money, there won’t be new missions to play. Which brings me back to micro-transactions. The people that make content need to and should be paid for it. Everyone loves free, and there are easy examples of video games that were overpriced, but hear me out:
Micro-transactions: The New DLC
Using Halo 4 as an example, the Majestic Map Pack released 3 new multiplayer maps for $10: Monolith, Landfall, and Skyline.
Your mileage may vary, but I feel that Monolith is lacking compared to the quality of Landfall and Skyline. What if you could buy each map individually for $3.33? I would expect Landfall to sell significantly more than the other two maps, with Monolith coming in last.
That kind of transaction will provide direct feedback to the developers. It will make them more accountable to make each piece of content higher quality, instead of creating a grab bag of mixed quality content that they feel hits the traditional DLC price range.
This kind of system could improve DLC, while simultaneously solving the shallowness of micro-transactions. Micro-transactions replace DLC, but as real content. And that new content is the long-term appeal.
Of course, no one wants to spend $3.33 every time a new map is released. That adds up. But I would suggest that you would get more enjoyment out of that map than a Starbucks coffee—and the map took a lot more time and money to create.
It costs money, but it’s an investment. Developers want you to be invested in a franchise. Publishers want you to be invested in a franchise. You should want to be invested in a franchise–you should want to play games that are worth playing long-term. Hobbies generally aren’t cheap, and a good game can be a hobby that is absolutely worth investing in. And if the game isn’t worth investing in, then don’t.
In conclusion, or TL;DR.
Games should be open and fun on their own, from the beginning, without limiting player access to items under the guise of character progression. Time-release and micro-transaction DLC can provide fresh content to keep players interested long-term, while selective purchasing can keep developers accountable for creating quality content. Relevant stats and real in-game accomplishment tracking can become a meaningful form of character progression to keep players invested long-term and seeking out that fresh content.
Nothing is perfect.
Just as blockbuster games are released with pre-planned or even launch day DLC, micro-transaction DLC will entice game developers/publishers to “hold back” content that should be, or sometimes IS, on-disc so that it can be sold later. It’s a problem that already exists and will always exist–after all, micro-transactions are inherently evil. We can try to make the best of them, but the sarlaac’s tentacle is already wrapped around our ankles. There’s no escaping that reality.
6 Comments
You lost me at Cody.
I do agree on displaying success for campaign difficulty. Halo 4 has that. Medal chest? What are these symbols that flash across my screen? Useless, for me. Aesthetic armour had more meaning in REACH because of campaign theatre but I still enjoy seeing my armour choice in multiplayer. It’s not too difficult to get and I happen to like the campaign and spartan ops challenges to earn XP for the armour.
I don’t agree with allowing singular map sales. Matchmaking works best when most people has most of the maps. People are very fickle and often make poor choices. When it comes to things like maps, if I was affected by the whims of vocal fans, I’d never buy any map for any title. The real answer is to charge the real price upfront so everyone has them.
I am appreciative of the variety of choices 343i has give us even though some are of no interest to me.
I’m not saying micro transactions are good, I just haven’t experienced the bad in Halo. I know little else about them.
Well said.
Micro-transactions in the current age is just a horrendous eye-sore to me. It just… BREAKS the purpose of getting a game.
As you said, MT’s are stupid ways to ‘advance’ in a game. Such that you may as well pay for twice the game price to have the experience of beating the game yourself taken from you.
I like your DLC proposal. It would indeed be a great asset to developers, as well as a boon to the players who are picky with their downloads.
Good read, Pete.
Oooo… Imagine if they released a free Forge World map where you had to pay actual moolah for all but the most basic forge pieces.
“One inclined ramp? That’ll be 4 cents. You want dynamic lighting? That’ll be an extra penny…”
This is an excellent article. At first, I had no clue what I was getting into, but by the end of it all, I was mentally cheering.
If Bungie and/or 343i were to follow this article’s advice (and I’m sure at least some of those companies’ employees got here by paying close attention to the HBO front page), I think it would make a lot of people more satisfied.
However, there is an up-front message that I almost heard from you, but that you never quite said. You mentioned how video games and their sequels these days are usually $30 each. My immediate thought is “My god, if it’s going to be such a success, why not just make it $10? You’ll get plenty of profits anyways!”
I can’t think of any better example than the StarCraft II games. Pre-purchasing StarCraft II: Heart of the Swarm (which, I may note, is certain to be bought by hundreds of thousands, if not millions of people around the world) currently costs $40; what is the point in that?
Sure, not all of the cost is controlled by the company that made the game; Target and Best Buy have to make profit too, after all. But nevertheless, I would assume that somewhere around 2/3 of the profits go to Blizzard. All in all, it just doesn’t add up.
Instead of jacking up costs to the point where most people can’t afford to buy it, why don’t people just start realizing that companies don’t need to make bazillions of dollars for the stuff they provide. They’re giving us something to enjoy, and if it’s not good quality, why on earth should we be forced to spend a week’s salary for a video game?
So much to discuss, and this article only hinted at it all. The basic theme, however, is that a habit is developing among gaming companies; they just want to produce big-name games so people are willing to hand over their lunch money.
In other words, capitalism at it’s finest.
I strongly agree, especially with your comments about character progression.
I have found levels and stats gained through XP or some other measurement of TIME SPENT deeply unsatisfying.
I’ve found on the other hand, systems like Halo where my understanding of the weapons and enemies makes for a deeply satisfying gameplay experience.
I’m hoping Destiny will focus more on “did you see that!?!?!?” and less on “check out my helmet which I got just because I’ve been grinding this game for the past week”…
I like your comments about player achievement, especially your comparison with Halo 1 legendary. Completing all of the levels of that game in single player legendary actually felt like an accomplishment. The XP system always feels so open-ended to me that it becomes uninteresting very quickly.
I also agree that episodic content releases are the way to go. I would like to see something more than a replay through previously seen campaign areas though – make it something truly NEW, and people will hang around and play for ages.
One Trackback
[...] My friend and legendary forge guru Pete the Duck has written a fantastic article on the nature of in-game micro transactions, player progression systems, and the relationship between the two. Defintely worth a read. [...]