10 Ways The Video Game Industry Has Gotten WORSE This Decade
2. Microtransactions
Paying for content within video games started before 2010, but the decade gone by is where publishers and developers fully realised how lucrative these in-game purchases could be, especially within the realm of apps and mobile games.
Personally I’m not against microtransactions, paying for content or developers creating ecosystems within their games, but controlling the type of content you are able to purchase is paramount, save making an incredibly unbalanced multiplayer, or circumventing challenge completely in a PvE environment.
Towards the end of the decade (and an ongoing topic today), loot boxes pushed the envelope too far and drew backlash from gaming fans worldwide, with Star Wars Battlefront II being the straw that broke the camel’s back. The 15,000 in-game credit price for Heroes and Villains like Luke Skywalker and Darth Vader saw players almost boycotting the release.
Rocket League has recently felt some fury after it drastically altered its marketing system in-favour of blueprints, and Deus Ex: Mankind Divided was practically tanked for its purchasable Praxis Kits, in-game items used to upgrade abilities.
Here's to the next decade handling MTXs with more care and consideration.