Cases, Skins, and Micro Transactions

Ash Whyte
Orange and Juicy
Published in
5 min readApr 25, 2018

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For a very long time now there has been a lot of debate surrounding many aspects of loot crates, cases, skins and micro transactions in general. There are a lot of different takes on them all and in each game they operate differently. The two games that I understand these things in best are; CS:GO and Hearthstone, clearly games that are wildly unique to each other. What I aim to set out in this article is how I think they operate and briefly outline what they all actually are. What that then means for the game and finally a small conclusion of my overall thoughts and how I think they fit in the ecosystem of any game these days.

Overview

So first of all, the whole idea of these ‘micro transactions’ is that they open an extra part of the game in some regard. Usually these are dominant in free to play games and offer more premium features but are not limited to, in fact are also existing in games that already have a price of purchase. Referring back to the games I’m familiar with, Hearthstone represents the ‘Free to play’ option and CS:GO is the game that already must be purchased.

What they are/How they work

So overall the concept is that these boxes, crates, packs, etc. ‘enhance’ the game in some regard. Usually quite cheap in the under $10 range. This creates an feeling that you’re not investing large amounts into these smaller parts of the game and entice you to make multiple of these purchases. Some are purely cosmetic, for example; CS:GO, LoL, TF2 are all examples of this. But Hearthstone, GTA V (Online) and Clash of Clans are ‘Pay to Win’ in that these purchases accelerate your ability to progress. These are seen a lot in many app based games rather than PC releases but are not exclusive.

The way they’re integrated into these games is done in such a seamless fashion that it does encourage the player to utilise them. The way some of these games are set up really make the ‘free to play’ experience feel like those players are missing out. Skins in games become a bragging point and contribute to this. Not to mention some more widespread uses of skins in gambling schemes and so forth (A point I will address in another piece).

How they work within the games

First, games like CS:GO and Overwatch offer the loot box that is chance based. You’ve already paid for the game, but these additional purchases do nothing to change the game itself other than in a purely cosmetic regard. Again, they’re relatively cheap and the entire appeal comes from the value of the skins as an extension to the feel of the game, but the rare items are harder to obtain, more valuable and this is because of the low chance to open them. There have been issues before around the actual odds behind them but in the last couple years for CS:GO at least, these values were made public. Otherwise for these games, the skins have no actual weight on whether you will win or lose a game.

For games like LoL and Rainbow 6: Siege you have more control over these purchases. If you want X skin or X operator you can get that. Despite League being free and Rainbow being paid, I think each is unique in how they approach this. League is massive in terms of all the different skins and champions available, but because you have autonomy over the ones you would like to have I think this is reasonable, and for those who don’t have league — owning a champion is only required for ranked play, in casual play there is free weekly champs that rotate. Overall I feel the ecosystem they have is fair and rewarding for players who want to grind or pay. Rainbow is similar, although you have to pay for the game, its not as extensive in its range of characters and skins. So to be able to accelerate this at your own digression feels reasonable. League of Legend’s system works really well in my opinion and its good that is does because that is one of their main sources to generate money from players.

Finally, Hearthstone is my ‘Pay to Progress’ example. A game there is a very clear difference between playing for free and paying to advance. The grind to obtain a collection of cards to play the most meta decks is very difficult. Blizzard do offer plenty of value for players, but I feel that you can only either makes a few middle ground decks or a single strong meta deck at the cost of all your other cards. On the flipside, paying for additional packs (which also contains an element of chance to what you open) will speed up how quickly you will have access to stronger and more diverse cards and decks.

Their place and my thoughts

Overall I think the additional purchases and all that do have a place in games, but sometimes it doesn’t feel right, done well or just straight scummy.

GTA V is a game that I think embodies a degree of this scum in that the game is already quite expensive and purchasing some of the additional in game purchases (which are again quite expensive also) I think it’s a little unfair on the player, but this only exists in GTA Online. Perhaps scummy is a little over the top, but to see other games doing it in the way they do, I wonder why they need to be so over the top, especially when the game is already as fantastic as it is!

I otherwise would say that each of the systems are completely fair game and it comes down to the user on whether they want to opt in or out. Hearthstone is the only other example that I can understand being frustrating, but the game is free and I know it is possible to excel to a certain point that is still very respectable as a free to play player. But it does come down to the player and they must remember, you’re also supporting the game when you do opt in as much as it is a benefit for you. I for one welcome our additional purchase overlords, and I think they’re here to stay for a while.

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Ash Whyte
Orange and Juicy

I write about all things I’m passionate on, whether its esport or public transport, it’ll be here. :) Love you if you’re reading this btw ❤