ArenaNet blog dishes Guild Wars 2 microtransaction details
Free trade between in-game and premium currencies
One of Guild Wars 2's main selling points is its lack of a subscription, but some are unaware this will be replaced by a microtransaction system. The system from the original Guild Wars allowed for the purchase of skills for PvP, extra character slots, and a variety of glamorous armor skins/costumes. The question remained whether or not Guild Wars 2 would have something similar, and now that ArenaNet has posted regarding the issue today, it looks like there are some significant changes.
That's getting ahead of ourselves, though. The heart of the issue is ArenaNet's philosophy with regards to microtransactions. Will they sell in-game power? Designer Mike O'Brien weighs in:
"Here’s our philosophy on microtransactions: We think players should have the opportunity to spend money on items that provide visual distinction and offer more ways to express themselves. They should also be able to spend money on account services and on time-saving convenience items. But it’s never OK for players to buy a game and not be able to enjoy what they paid for without additional purchases, and it’s never OK for players who spend money to have an unfair advantage over players who don’t."
And there's our first answer, Guild Wars 2 will strive to protect the microtransaction philosophy of the original game. That's not the whole story though. O'Brien continues by discussing an extremely significant change -- a premium currency called gems.
"In Guild Wars 2 we have three currencies: gold, karma, and gems. Gold is the common in-game currency. Karma, which players earn in-game but cannot trade, is used for unique rewards. And gems are the currency that’s bought and used to purchase microtransactions."
Here's the important part, this new gem currency can be bought with cash and then freely traded in-game. This allows gamers to acquire microtransaction items without using real money, and vice versa. It also is an effort to take, "gold trading out of the hands of real-money trading (RMT) companies and puts it directly in the hands of players." Though that's a risky assumption to make.
ArenaNet seems quite contradictory with their above statements. By allowing players to purchase gems and then trade for gold, players gain access to items that may make them more powerful in-game. While I'm unfamiliar with Guild Wars 2's armor system and their auction system, this seems like an obvious result. That isn't to say non-paying customers won't have similar access to such items, but they'll have to work for the items as opposed to just buying them straight away. Does that fit ArenaNet's philosophy?
MMO economies are fickle things, and it's certainly presumptuous to assume how things will work before the systems are implemented. It's good to see that ArenaNet's intention to not to allow players to buy power. Hopefully that proves true in practice, as well as philosophy.
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The most I could see as far as "power-buying" might be a one-use item that increases EXP. gained for a period of time. I'm hoping, anyway. I'd hate to see ANet do anything that would mess with this games players. I really want this game to succeed.
Without sugar coating it, there are basically different types of gamers:
1) Pay to win gamers - These guys want to be able to buy an in-game advantage, they see no issue with this as they are spending their money as they want at the cost of upsetting other players
2) Pay to Play - These gamers don't care for winning or stats or beating their rival to a pulp. They are mostly concerned with cosmetic items and looking good or with PvE items rather than PvP
Now with that in mind, you can see why so many microtransaction models with games take a battering but again it depends on the developer/publisher and who they would prefer to cater to within their game.
Crimson Alliance had a good feature, it wasn't MMO but it was a 4 player co-op arcade rpg and for 80 MS points, you could grab 20,000 gold which allowed you to grab better gear (Game is PvE)
So if Arenanet stick with the idea of "We allow players to buy cosmetic items and time duration with real money or use real money for in-game currency" then I can't see any problems, as long as Arenanet are quite happy to leave the pay to win players on the sidelines
I just can't help but think of Runes of Magic, where players could buy a bunch of premium currency, sell it off for gold, and then buy all of the end game gear they wanted.
Don't get me wrong, I trust ArenaNet totally with this. Still, there are perils with this sort of system and it's worth mentioning them.
Since no items you purchase with gems will give power, it shouldn't give much of an issue. Arenanet hasn't shown any signs of not caring yet, if they put as much thought and polish into it as the rest of the game, it'll most likely be fine.
Seems like it fits their philosophy pretty well. There's nothing wrong with trading gems, players that sell gems can get things that require a lot of gold faster, which to arena net is ok; its just speeding their progression, but not making them an ultimate power as the player who sold the gold can buy that as well. On the flip side, the player the bought the gems now have access to the extra items for customization, so that they don't have to buy it with real money. Basically, there will always be 2 ways of acquiring something, the easy way and the hard way. The hard way takes a lot longer to do but is free, while the easy way is faster but requires real money.