Microtransactions are a controversial topic within the gaming community and beyond. With debate on the topic growing, what sort of impact have these products had on the industry? We spoke to those who have felt the effects.
Ben Oates is a 30 year old content creator on twitch and avid gaming enthusiast who ran up massive bills through buying microtransactions.
“When I was younger, I spent a lot of money on microtransactions. I had a year where I spent thousands on them and got absolutely nothing from doing so. I didn’t even play the games that much.
Pictured: Ben Oates
“I didn’t even feel good at the time, I might get a little satisfaction out of getting a cool looking bonus or something to help me get ahead in the game. However, it wasn’t worth the price I paid. I just kept getting trapped. The money you spend doesn’t feel like much when you’re playing, but then you check your bank account after and just feel regret.”
“Mostly I just kept thinking why have I done this… Sometimes I would keep spending large sums of money despite not being financially stable. Why did I not learn?
“It really had an effect on my finances. It felt like the game just encouraged me to keep spending with new releases coming out in the in-game store every month to tempt me. It was an awful period of time for me.
“Even now I question how much I spent. What could I have done with that money? Could I have been closer to that house I wanted? Could I have gone on that holiday I said I couldn’t save for? What adventures have I missed out on?
“Whenever I think back on that period it does get me down and it does make me think about the choices I’ve made. I knew this is how I would feel at the time and yet it didn’t stop me, not once.”
“Luckily I met people who helped show me how to manage my money and control my spending. It was a slow process and I do still buy some microtransactions, but I’m now incredibly strict with myself.”
“I personally think the whole gaming landscape needs to change, games companies are making it so you have to spend hours and hours unlocking new items – which is time a lot of people like myself don’t have. I work from eight till five every day, I have a family, I can’t throw hundreds of hours into games like I used to.”
“Therefore, the only option I’m left with is instead of spending my time I have to throw hundreds of pounds into the game instead to get the items I want. It feels like it’s a vicious cycle that is only getting wider”.
“I’m smart enough now to stay out of it but I worry for the younger people just getting into gaming. I hope things change soon so they don’t repeat my mistakes.”
Microtransactions have been used most commonly by games that are free to play such as Fortnite and League of Legends. These two games are behemoths in the gaming industry and have been since they launched. (Fortnite recently broke its peak player count in December 2023 with 11,616,374 players online at once).
The companies have justified Epic and Blizzard have justified their use due to the base game being absolutely free to play, meaning that the developers needed to find other ways to monetize the game.
The microtransaction industry shows no sign of slowing down, with the Business Research Company announcing that the market size of the global microtransaction industry is expected to grow to $117.95 billion by 2027.
Furthermore, their inclusion within the industry is no longer limited to free to play games. There are now many examples where companies are still charging full price for their games, yet are also including microtransactions.
One example comes from Bethesda, creators of beloved game Skyrim, faced backlash for the installation of their creation club within the remaster of the game. (The creation club is an in-game shop where players can purchase extra content with digital currency.)
“I was shocked.” says Gamer, Luke Clements, 22: “I’ve loved Skyrim since I was 13 so to see Bethesda leaving content behind a paywall was disgusting to me, especially when I had already paid £50 for the game.”
Bethesda defended this by arguing that no one is being forced to buy these creations. It’s just little extras for those who want more content.
Another controversial talking point surrounding microtransactions is that it is a hidden way of encouraging gambling within the gaming community. The most commonly referenced products are loot boxes.
This practice even caught attention from the UK government in 2023 with them releasing guidance focused on ensuring that loot boxes were not accessible to children without parental consent and the implementation of more noticeable spending controls.
As a result of the conversations around loot boxes, Blizzard voluntarily removed them from all of their games, despite making over one billion dollars from them in 2019.
Microtransactions aren’t just a worry for gamers but also parents of future gamers who are allowing their children to play online, unaware of just how prominent and expensive these purchases can be.
Linda Shoesmith, 56, Northamptonshire has experienced first hand when a child loses track of their gaming : “I trusted my son with his gaming account due to him seemingly being responsible and I got emails whenever he bought anything. He found a game which was supposed to be free to play. I had no idea about the in game purchases he could make.
Pictured: Linda Shoesmith
“I started getting emails, they just kept coming. He spent hundreds in a day. Some purchases were larger, nearing a hundred pounds, others were smaller but there were more of them. When I challenged him about it, he had no idea how much he had spent. It totalled to around eight-hundred pounds which we absolutely could not afford.”
“I started getting emails, they just kept coming. He spent hundreds in a day. Some purchases were larger, nearing a hundred pounds, others were smaller but there were more of them. When I challenged him about it, he had no idea how much he had spent. It totalled to around eight-hundred pounds which we absolutely could not afford.”
“It was the worst feeling, so much money gone with nothing to show for it. I didn’t get a refund because him having access to the account implied parental consent. I don’t know how games marketed to children can include things like this. It’s terrifying.”
These stories show the that microtransactions have left their mark on the entire industry and have changed how developers monetize their games for good. They also show how damaging this shift in monetization has been for all kinds of gamers. With increasing costs within all aspects of the industry, is this practice just something gamers have to deal with or is there a way to halt the growth of this feature?
With almost every member of the gaming community feeling the weight of this model, the debate surrounding these products will only increase. How do you feel about microtransactions? Are they dangerous or a necessity in todays industry?