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?
 

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

I'm reminded here of the shift that occurred sometime between 2e and 3.5; 2e accepted that rules would be discarded, utilized, or made up as needed by the DM, and generally gave the DM a lot of freedom - later on, at some unspecified point (I can't put a finger on exactly when), things began to emphasize the rules system as an impartial judge, rather than the DM.

Specifically, I'm sure I've seen some source material that states, more or less, "If the DM doesn't give you this, argue it with him; it's important to the class, and balance."

If they take the latter view, which I expect they will as a matter of course, then they're basically alienating the older crowd of DMs (already done, for the most part =p ) by saying "our way or the highway" while, at the same time, ensuring that they can sell micro-transactions because the DM becomes little more than a breathing Xbox.
 

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Mark CMG

Creative Mountain Games
I seem to recall when the Virtual Tabletop was still in the offing there was talk of micro-transactions for virtual minis.
 


Dannyalcatraz

Schmoderator
Staff member
Supporter
The people who made the video had many excellent points.

Personally, one of the things that pissed me off about DDI was stuff forever hidden behind the paywall. That certain official material was forever in digital only form- IOW, never to see publication in a physical book- was kind of the final element prompting to me giving DDI the eternal middle digit.

But I can see a lot of sense in micro transactions being a good model for character icons/"minis" in a well-done virtual tabletop.

I'd also like to see that virtual tabletop open to 3rd party visual elements from players or even other companies, perhaps via a Character-maker toolkit program- available in stores near you!!!- so the tabletop can be just as customized as a tabletop homebrew.

I know some well-heeled gamers would pay for a pro to do their PC in the style of Brom or weem...possibly even those artists themselves would be interested in doing that kind of thing.
 

zigmenthotep

First Post
I'm reminded here of the shift that occurred sometime between 2e and 3.5; 2e accepted that rules would be discarded, utilized, or made up as needed by the DM, and generally gave the DM a lot of freedom - later on, at some unspecified point (I can't put a finger on exactly when), things began to emphasize the rules system as an impartial judge, rather than the DM.

Specifically, I'm sure I've seen some source material that states, more or less, "If the DM doesn't give you this, argue it with him; it's important to the class, and balance."

If they take the latter view, which I expect they will as a matter of course, then they're basically alienating the older crowd of DMs (already done, for the most part =p ) by saying "our way or the highway" while, at the same time, ensuring that they can sell micro-transactions because the DM becomes little more than a breathing Xbox.
Yes, this a thousand times this. As soon as I heard "Dungeons & Dragons" and "microtransaction" in the same sentence, this was the first thing that popped into my head.

Player: does a 26 hit?
DM: how did you roll a 26? your attack bonus should only be 3.
Player: I bought +5 to attack rolls for 24 hours.
DM: You can't buy attack bonus.
Player: Yes I can, it says so in the player's guide.
DM: I don't even know why we play this hypothetical worst case scenario version of D&D!
 

dd.stevenson

Super KY
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?
I think the real answer is in the job description you posted: "Provide strategic and tactical ecommerce and merchandising leadership on Dungeons & Dragons to drive revenue using micro and macro-transaction models." That's it, right there: merchandising. D&D board games, D&D card games, D&D CRPGS, D&D toys, D&D movies (preferably of the non-suck variety) all would offer better chances for microtransactions than the TTRPG market.

I know: that's probably not what you meant. So how could they push microtransactions into the TTRPG market? I find this question is a lot easier to answer if I flip it around. How could a game company add value to your games in minor, repeatable ways?

When framed this way, a few ideas come to mind.

1. A Slick Player Finder
Although WotC has done this community a huge disservice in the way they've fragmented this already too-small market, this problem does come with an implied need for a solution--one that goes beyond what's available now on EnWorld and Meetup. I'm thinking of a facebook/linkedin hybrid that's built for endorsements and networking. Something that would allow me to easily determine whether a given player would be a great match for the game I'm running, and would afford me a pretty complete list of the active gamers in my area and timezone. It would have to be executed well, of course, to mitigate trolls and other stupidity, but a well done resource along these lines would have the potential to redefine the entire market.

2. A -Pedia of DM Notes
Personally my favorite moments of D&D related web browsing have been when I stumble on a freely posted map, along with some great, idea-rich notes about how to run the thing. A site that was just jam-packed with this kind of content would be worth visiting often, at least in my book. I think the main hurdle to creating such a site would be on the technology side: we need a format that's so hopelessly awesome that DMs want to post their notes there rather than just relying on OneNote/Evernote/3-Ring Binders.

I have a couple of other ideas but they'll have to wait--I use the chrome plugin StayFocused to limit my web browsing, and it's telling me that I'm done with EnWorld for today. :(
 


delericho

Legend
I seem to recall when the Virtual Tabletop was still in the offing there was talk of micro-transactions for virtual minis.

I remember that. I also remember them quietly shelving the idea, when it was made pretty clear to them that it wasn't going to fly.

Of course, things may have changed. Amongst other things, if they don't have a VTT platform, there's not a lot of point in having virtual minis to use with it.
 

Mark CMG

Creative Mountain Games
I remember that. I also remember them quietly shelving the idea, when it was made pretty clear to them that it wasn't going to fly.

Of course, things may have changed. Amongst other things, if they don't have a VTT platform, there's not a lot of point in having virtual minis to use with it.


Probably not, though I suppose they could make virtual minis for other people's virtual tabletops and even virtual counter sets.
 

dd.stevenson

Super KY
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?
This is a continuation of my earlier post.


3. On Demand Cardboard Minis, Game Mats, & Face Cards
Anything that needs to be printed out on cardstock and requires an art asset would be a great candidate for a Print on Demand micro transaction model. For this to work, the publishing industry really needs to get to a point where most gamers (DMs in particular) have quick, easy access to a printer. Like if I could drive down to the printer in 15 minutes and get $8.99 worth of cardboard stock, I'd probably be willing to do so. I don't live in the states, but last time I checked we weren't there yet. But this strikes me as something to watch for in the future.

4. Co-Option DMs
This isn't really a micro-transaction model, so much as a marketing strategy.

A major problem with TTRPG materials is that they depend on the DM rather than the players to make the purchases. What if there were an easy way for players to purchase merchandise that also allowed to credit a portion of their purchase price to their DM's account? I don't know if I've seen this tried before (though undoubtedly it has; I'm probably just not aware of it). This kind of pricing scheme, if done right, would introduce a very subtle form of peer pressure for all group members to regularly buy products from whatever source the DM purchases his/her game materials. In effect, it would leverage the DM's position within the group to market whatever the company decided to try to sell.

5. Pizza & Beer
This isn't a serious suggestion, but I think it bears mentioning that, at the moment, food and beverages are the only micro transactions that most gamers associate with their hobby. If a hobby product could insinuate itself into the market such that it was mentioned in the same breath as "Pizza & Beer" then they'll have made it.

I'll Say it Again: Merchandising
I don't think that WotC at any rate will be worrying their little heads about any of these ideas. All indications seem to be that their ten-year strategy calls for merchandising to push the D&D brand into other markets, while relying on new settings to generate fresh trade dress every couple years. Which, while probably not ideal for TTRPG fans, is also far from the worst case scenario.
 

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