ArenaNet Explains How Guild Wars 2 Microtransactions Will Not Give Unfair Advantages to Players

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  • Shawn Zipay
    Managing Communities 24/7
    • Apr 2003
    • 69279

    #1

    ArenaNet Explains How Guild Wars 2 Microtransactions Will Not Give Unfair Advantages to Players

    In the latest Guild Wars 2 blog update on the ArenaNet site, Mike O'Brien explains how Guild Wars 2 will include optional microtransactions but they will not provide players with an unfair advantage over those who spent time in game to get their items.

    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 spend time.(...)

    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.

    We have a new player-driven market that allows players to trade gold for gems and gems for gold. If you want something, whether it’s an in-game item or a microtransaction, you ultimately have two ways to get it: you can play to earn gold or you can use money to buy gems. We think that’s important, because it lets more players participate on a level playing field, whether they use their free time or their disposable income to do it.


    This system is, as O'Brien mentions, similar to EVE Online's PLEX system but instead of placing money transactions into the hands of game companies, it places it directly into the hands of the players.

    They think it's a great idea. I think it's a great idea. The world should think it's a great idea. If this sort of notion tickles your fancy, be sure to read the full blog entry at ArenaNet.
  • Thortok2000
    Dominant
    • Sep 2026
    • 382

    #2
    I need to get to bed so I didn't follow the link to the full blog. I do agree that using real-money currency should not be able to get you anything that you can't get in-game. In WoW it always annoys me to see trading card loot, or Blizzcon loot, or other "you only have this if you did something or spent something outside of the game" loot. It doesn't give an advantage over other players, sure, and yes it's just cosmetic, but it still boils down to wanting something I can't have at all (like limited edition/collector's edition stuff) or can't afford. Not having a way to get what I want in a video game makes me not want to play the video game. The secondary point that it should be for cosmetic things only is also something I agree with. But the non-exclusivity of paid-for content is the main point I think more developers should model.

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    • Kripling
      Member
      • Jan 2010
      • 3

      #3
      We have a new player-driven market that allows players to trade gold for gems and gems for gold.
      Wait, so if I buy gems with real money, I can ultimately get in-game currency? Which then can be used to purchase gear and such? So you can essentially buy gold with real money, which is illegal in other games, such as WoW?
      They think it's a great idea. I think it's a great idea. The world should think it's a great idea.
      You too, Zips? Oh God, what has the world come to?

      Comment

      • DunkinSPE
        OT's Daddy Warbucks
        • Aug 2006
        • 452

        #4
        It's actually not a bad idea if they stick to their model. Let's face it as long as there are MMO's there will be some form of players trading items for things of similar value. Take the whole existence of credit farmers in various MMO's. I hate their existence but the fact remains that they are filling a market need for part of the customers base. By creating an avenue that addresses the needs for players to attain items via some sort of monetary exchange would reduce their prevalence in the MMO world. If players have two options to attain a similar item it alleviates a lot of the complaints that players tend to have in regards to items that require large time based investments. Ultimately it helps the game developer keep a degree of control and gives them access to information on customer trends.

        I think the smartest concept they have there is that the third item Karma isn't affected by the other two items you earn. I compare it to achievements you get in steam games which you get by playing the game.Honestly i think someone just looked at how valve put together their system in TF2 for trading and buying items and hats and just fleshed the concept out into an MMO world.

        As long as they keep transactions simple and keep balance between DLC and regular in game updates, the concept might work well.
        "We're all very different people. We're not Watusi. We're not Spartans. We're Americans, with a capital 'A', huh? You know what that means? Do ya? That means that our forefathers were kicked out of every decent country in the world. We are the wretched refuse. We're the underdog. We're mutts! Here's proof: his nose is cold! But there's no animal that's more faithful, that's more loyal, more loveable than the mutt." -John Winger (Bill Murray) Stripes

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