10 Ways The Video Game Industry Takes Advantage Of Its Biggest Fans

By Richard John Dorricott /

1. Putting Micro-Transactions In Full Priced Games

The worst example of them all, and perhaps the single more abused practice in the history of video games, micro-transactions have helped single-handedly redefine the definition of exploitation. However, like many of the examples on this list, they aren€™t inherently a bad thing; after all, they allow free-to-play games to make money without having to rely on advertisement. Like crowdfunding campaigns and early access games, micro-transactions remain a good idea, but only in theory.

Advertisement

They€™ve actually been around a long time, mostly on mobile devices; it€™s only when they started making the jump to console gaming that they became really problematic. Everything from Dragon Age: Inquisition to Train Simulator has started to include them, so much so that EA Vice President Peter Moore stated in 2012 that all games within five years would incorporate micro-transactions in some way or another. The sad thing is, with the way we're going, he looks to be on point, and that€™s a scary thought.

Besides anything else, asking players to pay full price for a game and then expecting them to continually purchase new content is just insulting. In €œFree-to-play€ games, or €œFee-to-Pay€ as they€™ve been relabelled, it€™s a mere annoyance that should probably be expected; you can€™t really complain too much about a free game pestering you for money. In a AAA title that€™s already made you folk out £60/£50, you are well within your right to feel utterly betrayed.

Advertisement

Agree? Disagree? Let us know in the comments!