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Been meaning to write this one for a while. Happy with it.
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Johnathan Allen's profile photoBrian Wisti's profile photoDaniel Spagnoli's profile photoMichael Murphy's profile photo
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I couldn't agree more.  I understand it in free-to-play games, because they've gotta monetize them somehow, but I have an issue with, as you so accurately described it, an "easy button" in games.  Especially if the game has any online, competitive component.
 
I prefer the idea of payments to unlock regions (and the loot within them), but I suppose that would just be an "expansion."

Ah well. No, I'm not fond of microtransactions as the new cheat code.
 
Good article... but no mention of Oblivion horse barding? This came out around '06 and raised quite the uproar. Of course, they made money hand over fist. This is the first instance I remember of a game having this type of content, before it was called DLC. 
 
Interesting take, And your take on Socail/MMOs is spot on, but you seem to have forgotten that for more "standard" games like dead space 3, the vast majority of the cheat codes acquired in the 90s where via 900 "game help-line" numbers magazines, or "strategy guides" published by the gaming companies themselves... different medium, same concept (pay extra to win). The only difference is now you can't share the cheats any more.  However, I'm still interested in the legality of cheating the pay-to-win systems. Games that store the data locally Just have a plist or xml value to change...is that going to be considered illegal?
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