Compare and contrast:
Speaking of EA I just remembered Dead Space 3. Also an example of how microtransations clearly influenced the game design.
Everyone was up in arms about Dead Space 3 and it turned out to be nothing.
There's someone in the 'incoherant rant' thread who's played a lot of the Forza series saying that the changes as described don't sound particularly crippling given the way Forza is structured, too. He's not played it, admittedly, but I'd be interested to hear his impressions a month or two down the line.
Jojo's the only example I've seen where there seems to be universal agreement that they hurt the game.
That's the thing, I think: I'm unwilling to accept the notion that microtransactions will
automatically mean the game is damaged in order . It's a tricky metric to judge given that some people will assume that since the microtransactions are there, the progression mechanics really ought to be smoother than they are. Ultimately, you have to listen to people who enjoy the game and can regard the structure in a dispassionate light, because they'll be the ones who can tell you if it's paced poorly or not.
Ignoring the actual microtransactions themselves, that's what it fundamentally boils down to, in my eyes: How the game is paced. That could go either way; it's important to recall that games can be poorly-paced independently of this (I recall a review of a game - I
think it was GT3 - which complained about the amount of time you had to spend proving yourself in slow cars before the fast cars became available), and it's equally valid to suggest that there are games that are perfectly well-paced despite having microtransactions in them (reports about AC4 seem to suggest that's the case?). The microtransactions are an irrelevance in that regard: Just find out how the pacing is.
I've brought up Bravely Default elsewhere, too; that's going to be interesting, because it's a game
without microtransactions which is getting an enhanced remake
with microtransactions. I'm rather curious to find out if they've changed the balance to make the microtransactions more necessary or if it really is simply microtransactions bolted onto an
unchanged base game: strictly speaking, if the base
is unchanged, I find it very hard to support people boycotting it on principle, given the reasonable reason for protest is not the case.
From the economical point of view, there's another thing I want to bring up, and it's about a difference between free to play and pay to play games. Free to play games, the entire business model is entirely dependent on the whale; there's two tiers of revenue, with the whales being the top tier and small amounts of revenue coming from people who spend smaller figures. It makes sense to tailor those games entirely to what the whales will focus on.
Pay to play, I would argue, would be a different entity economically, and as such it should be considered in that way when planning microtransactions. First of all, you'll probably have fewer whales - the fact that there's an inherent barrier to entry at the start means people are less likely to get themselves hooked in the first place. Second, and more importantly, there's a third significant revenue stream - the actual income from selling the game. I'd like to see numbers, but my gut says that this revenue stream is the largest of all three.
That's where things get tricky: if that revenue stream is largest, you want to focus on catering to them. But it's a stream of mixed people, some of whom will be willing to purchase microtransactions, others will not. In the interests of balance, it's probably wisest to make a reasonably-paced
main game, then offer shortcuts for others if they wish for them.
In short: I think it's a bad long-term business decision to focus on whales in pay to play products. There's nothing inherently wrong with including timesaving microtransactions in them - indeed, I completely support the option - but if you cripple the pacing of the game, you're going to inherently reduce that third revenue stream for future titles in the series as people get bitten and shy away in the future.
Now, it's certainly not beyond publishers to make bad economical decisions, but I'd hope that any microtransaction plan does take the difference in audiences into account.
The economy of games is a subject that interests me greatly, and it's something that's worth debating, but it's too easy to get bogged down with people having strong dislikes about aspects of it.