Damn bro, why are the clash of clans graphics so fire 😭 pic.twitter.com/GvWJ2RqExY
— Obey Shorty (@ShortyVisuals) October 24, 2021
able content, whether it be a free balance patch in a competitive game, an addition to a single-player storyline, or adding weapons, armor, or abilities to a game for paying players is all part of the modern era of video games we’re living in right now. While it’s definitely a plus to allow developers to fix mistakes and add meaningful content to already finished content, it also makes releasing practically unfinished games commonplace. Why put out a complete, fully-polished game in a modest amount of time when you can rush out the same product three months faster? You can fix any shortcomings in the three months you just saved.
While we’d love to discuss that problematic practice in more detail, we’d love to be able to focus on what we think is an even bigger problem: pay-to-win models in games. Now, don’t get this mixed up with perfectly acceptable practices like Animal Crossing adding free content to their game a year-and-a-half after release or Paddy Power providing free spins with no deposit on registration at an online casino. Those kinds of offers are available to all players, not only a few willing to get a leg up on the competition. Animal Crossing gives players essentially a new game added onto the base game offered at launch, while Paddy Power offers more spins for players who decide to to their site. Both of these purchases give purchasers more to do in their single-player experience.
That’s a whole different issue than developers giving players paid advantages in multiplayer games where competition is affected by a willingness to pay extra money. Take a small step in that direction, like what the ex-Activision employee alledged that Call of Duty is doing, and this practice becomes a problem.
Call of Duty Vanguard is now available! pic.twitter.com/ElsMPuhxfT
— Call of Duty Vanguard & Warzone News (@WarzoneIntel) November 5, 2021
According to the employee in a now-closed Reddit AMA, players who pay to have a certain skin in the game are intentionally matched with players of lower skill level who use the same weapons but don’t pay for skins. This is allegedly done in the hopes that the lesser player will come to the conclusion that they also need to pay for the add-on to add a competitive edge to their play. While matchmaking normally pairs players with others of equal caliber, this programming circumvents that to promote paid content.
Although that is a bit more insidious in nature than many of the pay-to-win games out there, Neverwinter is a great example of how games can ruin an experience for the player by equating money to power. In Neverwinter, players can spend real-world money to purchase skills, mounts, races, and gear among other items. Keep in mind that these items can all be earned without spending cash, but money acts as an expedient that can give you everything you want in a fraction of the time. Some may disagree that this is “pay-to-win” as everything is available to anybody. However, if being able to reach the end game faster and be better equipped for PVP faster and enjoying the finer aspects of the game faster isn’t “winning,” we’re not sure what is. Sure, you can argue that earning all of that without spending money is part of the experience, but it’s just a small part of the overall journey to be the strongest out there.
Our Halloween Patch is this Wednesday! For more information and our expected downtime, check out our forum post: https://t.co/SWVQnEFpJW pic.twitter.com/OTCN2vfEiP
— APB Reloaded (@apb_reloaded) October 25, 2021
That’s where we draw the line. Much like athletes who pay for PEDs, games are somewhat allowing players to buff up quickly for a fee. Fair enough to the players who are willing to spend that money to get where they’re going faster, but when are games going to start splitting the player base by those that are fast-tracking their way to power or the end of the game and those that want to earn everything the old-fashioned way, by playing through the game at the pace the game was designed to be played at.
Our suggestion if developers aren’t going to do that is to offer items that don’t change any in-game stats. Costumes are a great item that can either be earned freely or by paying. However, if a player does decide to buy a costume, it won’t give them an advantage that can be clearly outlined with a stronger attack or higher defense.
Either let paid players and non-paid live together harmoniously together with no advantage on either side or split them up to experience the game in their own ways. That’s all we’re asking.