Gamehackery: Microtransactions for RPGs

More than idle speculation.... I'm not making this up. Not completely, anyway. A little more than a month ago, Wizards posted a job looking for a Senior Business Manager for D&D. One of the job duties in the job description was "Provide strategic and tactical ecommerce and merchandising leadership on Dungeons & Dragons to drive revenue using micro and macro-transaction models." Now, I...

More than idle speculation....

I'm not making this up. Not completely, anyway.

A little more than a month ago, Wizards posted a job looking for a Senior Business Manager for D&D. One of the job duties in the job description was "Provide strategic and tactical ecommerce and merchandising leadership on Dungeons & Dragons to drive revenue using micro and macro-transaction models."

Now, I may be a member of the tinfoil hat brigade when I say this, but it doesn't take too much reading between the lines to think that this indicates that Hasbro and Wizards are interested in the idea of a micro-transaction system baked into D&D Next.

What The Hell is a Micro Transaction?

In the online gaming world, microtransactions are the small purchases you make to supplement your game experience -- they're especially prevalent in free-to-play games. Often you can buy cosmetic changes for your character, or other features like pets -- items that are fun but that don't have a direct impact on your in-game power.

It's a relatively new idea -- and we haven't quite reached the point where there are clear guidelines for how to do it well that are understood industry-wide. But the good people at Penny Arcade have boiled in down very well:

[video=youtube;RTFQsdgSA9s]http://www.youtube.com/watch?feature=player_embedded&v=RTFQsdgSA9s[/video]

They come down with some key guidelines we can take with us into our conversation:
1. Players are not the enemy
2. Let players earn all currencies, even the ones they can also buy.
3. Never Sell Power
4. Build your plan into your game from the beginning
5. Don't split your community

If you're not clear on what any of those mean, watch the video. ;)


It's not a Gungan

For the sake of this thought experiment, I'm going to need a special indulgence from you. I'd like to explore an idea that we all, at least at first blush, are going to hate. I mean, Jar Jar Binks levels of hate.

But, work with me here -- put that hate in a box. Maybe a footlocker or a steamer trunk, if the box isn't big enough. And try to consider this idea with an open mind.

What could a Microtransaction-supported program for an RPG look like?

Important questions to consider:
1. Would this game be free to play?
2. What can players buy with their micro transactions?
3. How will this be managed?


Idea #1: Collectible RPG?

Before you go too far into the weeds, consider Magic the Gathering. Booster packs of cards are essentially micro transactions. Booster packs of minis are pretty close to micro transactions, for that matter. The primary problem with miniature booster packs is that they put the burden of purchase on the DM.

So. If we follow that line of thinking along, we might want to design a collectible card RPG. Hey, look, a kickstarter for just that idea is just a google search away: http://www.kickstarter.com/projects/24348879/heroes-tale-tcg

So, the idea would be to design an RPG around a deck building game of some sort. Maybe players get a mix of attack, defense, special ability cards, all keyed to their specific class. It could look a bit like the adventure cards for 4e, but be something as integral to the game as a d20, rather than something that's tacked on and totally ignorable.

Players could buy booster packs of cards, swap cards around, trying to get the right deck for their class. Additional cards might allow the DM to inflict penalties associated with specific conditions, etc.

Sit Back and Think: Well, it's an interesting idea for a game, but I don't think anyone would feel like it passes the "this is D&D" test. And it would really have to be designed into the game from the beginning, and I don't think we've seen that happening, so I think we're safe from this particular version. ;)



Idea #2: Freemium Living Campaign

So, the living campaigns are where the D&D game becomes more and more like MMOs in experience and design. There's a shared world; characters move around within it and can take part in a variety of different adventures.

There have been reward programs in LFR before, so this isn't really an entirely new idea, but the trick is that the reward cards would be handled a bit differently, would be purchasable, redeemable, and have some key impact on play.

We would need to be careful designing the reward cards. No blatant power cards. Perhaps cards that do things like double XP and GP rewards for an adventure. And cards that would grant rerolls. In that way, players could play for free, or could pay for cards and be able to advance more quickly.

Other, rarer cards might grant an additional magic items slot.

There might also be some game play cards -- rerolls keyed to specific situations.

Managing the program would be tricky. One possibility would be to count on the DM to collect the cards as they're spent, but that's probably too prone to abuse.

A better solution would be to build the system into the character builder. So, after the adventure the DM does a little data entry, allocates the rewards to the PCs, then the players can apply their power up cards. In this way, those power up cards could be entirely digital -- bought and used within the character builder.

Sit Back and Think: This would mean a big re-investment in the living campaign programs. And the online tracking means needing some good tools and reliable DMs to do their data entry work. They would also need to be incentivized to make sure they do the work. But, it also does not serve the population that is not playing in the living campaigns. A solution that could be valuable to everyone would be a much better idea.



Idea #3: Convenience Microtransactions

For this one, we need to focus on the online tools. Create an online character builder that is entirely free to use, but you can't save your character. Paying users can buy different tiers of character storage.

Other fees might unlock other features -- different character sheets, perhaps. The ability to create your own backgrounds (rather than using stock packages).

DMs might have similar features for monster building -- with different tiers of storage and flexility in the rules. Encounter building, too. You'd want to have monthly contests for monster design that would keep people interested and engaged in developing that content -- those could be supported with small entry fees.

Perhaps a program for DMs that would credit their account with a week of subscription service for every game they run. That would have to be a well designed program to mitigate the potential for abuse, but it's about time that we found a way to reward DMs for running games, don't you think?

Sit Back and Think: In the 4e DDI years, most of the sorts of functionality I'm talking about exists, and has been offered as a package to all subscribers. But to follow the logic of micro transactions, you create paying players by first creating free players, then converting free players to paying players through offering convenience and improved services.


Keep On Truckin'

This is just a starting point. There are other ideas out there -- what comes to YOUR mind when you think about how a potential micro transaction model for D&D might play out?
 

log in or register to remove this ad

Nagol

Unimportant
Pathfinder is effectively a micro-transaction model now.

The game rules are effectively free. Grab the PFSRD and start playing!


You can buy a pretty formatted copy or PDF if it's convenient and it comes with more colour text and a lot of pictures.

You can buy gazetteers/maps (with various levels of purchase choice) if you don't want to build the world yourself.

You can buy (with various levels of purchase choice) adventures/AP to run if you don't want to build it yourself.

Paizo is following the guidelines pretty well.

  • Paizo doesn't treat its players as the enemy as the testament of it many ardent fans would indicate. IT tries to keep transparent and constant communication with the player base and include that base in a whole bunch of free-to-participate activities.
  • You can't buy in-game currencies -- so this has been taken to the logical extreme and is arguably the only way to approach a RPG since it is run by agents outside your control anyway.
  • GMs by the nature of the role can't buy power. Players could be buying power through crunchy splat books, but look! Those rules are free in the PFSRD.
  • The subscription model, the PFSRD model, and the focus on convenience items like APs were the original business plan.
  • The community is split by its nature (individual tables run by non-hive mind DMs), but the default rule base is the same and any table has access to any area at the whims of the members.
 

delericho

Legend
Yep. Fortune Cards are essentially the start of this. I can also see them trying to do some microtransaction-based approach to adding supplements to the next version of the Character Builder - whether they do that on a per-book or per-item basis I'm not sure.

It's probably an approach that would make them considerable revenue. Like the subscription model of the DDI, I suspect it's the future of D&D. It's also something that I want no part of.
 

ColonelHardisson

What? Me Worry?
I imagine it would have to be something that wouldn't alienate old school players, many of whom have shown more interest in Next because of WotC's willingness to listen, the old school nature of much of what we've seen with Next, and the back catalog being released as pdfs on DnDClassics. WotC has shown an awareness of just how alienating their past decisions have been, and seems determined to not make the same mistakes. So that's why I agree it won't be anything fundamental to the game itself. So, yeah, convenience products sound more plausible.

It struck me that perhaps they would offer individual parts of rulebooks for sale - that is, a player could buy the details of the class they want to play, rather than a whole Players Handbook. This could work for new players who want to try out the game without making the investment in a book, and for those players who simply refuse to buy books in the first place, and borrow those of others to create characters or refer to rules. It would also serve as a good lure to the buying of the entire books; a lot of players would likely want the whole book after an initial taste. Now, I don't think it's very likely at all for this to be one of the types of microtransactions WotC wants to do; I'm just tossing out an idea.
 

Mike Eagling

Explorer
Isn't there a DnD iPad app coming soon? The micro-transaction Czar might have been employed in relation to that.

Still, M-Ts and subscriptions are likely to be things a company the size of WotC will try out elsewhere. I'm not sure they'll work--other than in relation to the ways they're currently used (i.e. DDI and "the Paizo model" described by [MENTION=23935]Nagol[/MENTION]) but I can't really blame them for trying.
 

Mike Eagling

Explorer
It struck me that perhaps they would offer individual parts of rulebooks for sale ... Now, I don't think it's very likely at all for this to be one of the types of microtransactions WotC wants to do; I'm just tossing out an idea.

You snuck in whilst I was writing my comment but I very nearly made a joke about releasing the Monster Manual as individual pages/cards, Pokemon-stylee!
 

ColonelHardisson

What? Me Worry?
You snuck in whilst I was writing my comment but I very nearly made a joke about releasing the Monster Manual as individual pages/cards, Pokemon-stylee!

Even as a joke, that makes me cringe.

I think releasing player material as microtransactions could work, and could even help sell PHs. Of course, this is assuming that they don't go OGL with Next, and no freely-available SRD is available.
 

Somehow, I have the sneaking suspicion that in an office somewhere, there's a Wizards executive saying "I think players should pay us a dollar every time they play a campaign. And two dollars if they want to be a wizard!"

Heh. 4e kinda ruined WotC for me. That being said, I will be very interested to learn how this plays out.

My guess is a mixture of selling convenience online (like the character builder tools of 4e) and mini-books. PF has some books talking about individual classes and options for a handful of dollars each. I just we don't end up seeing important, necessary options locked behind additional pay-walls (on top of buying the books!).
 

Radiating Gnome

Adventurer
I'm not sure that any of the models I posed are particularly likely. If we really wanted something that was Free-to-play MMO-like, it would have to be tied to a living campaign -- which isn't beyond the realms of possibility, but it would mean reversing their trends in that area.

No, I haven't seen a plan that I really like. Ultimately, it has to enhance play somehow without being a requirement. But the hobby is so easily enhance-able by players and DMs as they play, the idea just breaks down.

Nope. Still not satisfied with an idea yet.

-rg
 

Mike Eagling

Explorer
But the hobby is so easily enhance-able by players and DMs as they play, the idea just breaks down.

I think this is the crux of the matter. Your posts regarding micro-transactions and subscriptions have prompted me to wonder how they might work in the context of RPGs. Try as I might I've yet to come up with anything that's plausible, mostly because players would either ignore the paywall and do-it-themselves, or turn to a third party who did the same thing in a less money-grabbing way.

I'm heartened by this but also a little disappointed because I can't sell the idea and retire somewhere sunny ;)
 

Remove ads

Remove ads

Top