|
|
Microtransactions getting a bad nameNovember 27th, 2006 |
For better or worse, the consensus developing among gamers is definitely that microtransactions are a bad thing. Witness The microtransaction song, from Shacknews. And today I read in a thread on Joystiq or Kotaku (no, I can’t tell them apart, and don’t lynch me over it!) the cute summary that “Companies and gamers like different things about microtransactions. We like that we can buy things fast. They like that they can put everything under restrictive licenses, sell you incomplete games, force you to overspend buying points in blocks, and ding you over and over for stuff that should have been free.”
It’s going to be hard to fight that perception.

You can follow any responses to this entry through the RSS 2.0 feed. Responses are currently closed, but you can trackback from your own site.


































[...] I found an interesting discussion over at Raph Koster’s blog, regarding micro-transactions. Microtransactions getting a bad name [...]
[...] http://www.raphkoster.com/2006/11/27/microtransactions-getting-a-bad-name/#comment-64574 Name Email Website Your comment [...]
[...] Excellent article on Microtransactions in Korea Raph Koster has an interesting discussion on microtransactions going, but a great place to start is Gamasutra’s excellent summary on the state of microtransctions in Korea from a recent report by Pearl Research. Also, I wrote an article a while back about Killing the Golden Goose of Microtransactions. Some key points from the article: + “selling and buying in-game assets or content for $0.25 to $15″) make up at least 50% of South Korea’s $1 billion online games market in 2006 Note the small size of many of the items. Many US microtransaction system bias towards larger items than in Korea. + “A critical success factor in growing the online games market is having a reliable and inexpensive system to bill, make payments and collect micro-payments. In Korea, the development of a mobile billing system, capable of processing small payments of less than $5 has been instrumental in helping publishers monetize gameplay.” + 58% of South Korean online gaming payments are done through phone bills, with just 27% by credit card, significantly different from the Western market. This is a critical factor. Micro-transactions have a big billing problem. Chargebacks, processing fees, and other expenses have a serious impact on these transactions… e-commerce is broken in the US and getting worse (merchants see this, consumers don’t – so far). Phone and other billing systems have a completely different dispute resolution structure that makes them less expensive. This is a big problem and opportunity!!!!!!!!! + Overall in Korea, 7 out of 10 online games used in Internet cafes are free to play, but with extra payments to advance or master the games. The casual game market is also growing swiftly too, at 30% of the overall online game business, according to Pearl Research. There is also an opportunity, in Asia, to get Internet cafes more actively involved in the game as opposed to simply passively renting time on their PCs. Posted by SecurePlay in Game Industry, Virtual Asset Purchase Games, Virtual Currencies & Micro-Transactions, Korea Online Games at 10:07 | Comment (1) | Trackbacks (0) View as PDF: This entry | This month | Full blog Trackbacks Trackback specific URI for this entry No Trackbacks Comments Display comments as (Linear | Threaded) Nice analysis. Some short complements are here. 1. Payment by cell phone is really critical factor not only its convenience but also it acceptability, especially for parents who have gaming children. Most successful games by micropayment in Korea are biased toward younger users. It is easy to understand that their paying comes from their parents. Fee-based model gives parents a second chance to think in that the size of payment is somewhat considerable, but item payments through cell phone seems to be looked as trivial. There tends to be much less resistance to pay. But, from time to time, the total size of spending in micro-payment model is larger than that in traditional one. 2. To my opinion, the last comment on PC bang is a little bit misleading, because payment systems/methods are same between PC bang players and players of their own PCs. It it true that PC bang has the unique mechanism for drawing much lively gameplaying, but there is no serious difference in payment between two types. #1 Huhh, Jun-Sok (Link) on 2006-11-29 15:42 (Reply) Add Comment [...]
[...] Excellent article on Microtransactions in Korea Raph Koster has an interesting discussion on microtransactions going, but a great place to start is Gamasutra’s excellent summary on the state of microtransctions in Korea from a recent report by Pearl Research. Also, I wrote an article a while back about Killing the Golden Goose of Microtransactions. Some key points from the article: + “selling and buying in-game assets or content for $0.25 to $15″) make up at least 50% of South Korea’s $1 billion online games market in 2006 Note the small size of many of the items. Many US microtransaction system bias towards larger items than in Korea. + “A critical success factor in growing the online games market is having a reliable and inexpensive system to bill, make payments and collect micro-payments. In Korea, the development of a mobile billing system, capable of processing small payments of less than $5 has been instrumental in helping publishers monetize gameplay.” + 58% of South Korean online gaming payments are done through phone bills, with just 27% by credit card, significantly different from the Western market. This is a critical factor. Micro-transactions have a big billing problem. Chargebacks, processing fees, and other expenses have a serious impact on these transactions… e-commerce is broken in the US and getting worse (merchants see this, consumers don’t – so far). Phone and other billing systems have a completely different dispute resolution structure that makes them less expensive. This is a big problem and opportunity!!!!!!!!! + Overall in Korea, 7 out of 10 online games used in Internet cafes are free to play, but with extra payments to advance or master the games. The casual game market is also growing swiftly too, at 30% of the overall online game business, according to Pearl Research. There is also an opportunity, in Asia, to get Internet cafes more actively involved in the game as opposed to simply passively renting time on their PCs. Posted by SecurePlay in Game Industry, Virtual Asset Purchase Games, Virtual Currencies & Micro-Transactions, Korea Online Games at 10:07 | Comments (4) | Trackbacks (0) [...]
[...] Roph Koster’s blog, where people are talking about how much they HATE micropayments. Here’s the link: Hmm…. 3 replies – reply « All Entries » « Blog Archive » [...]
[...] November I made a post with a link from Raph’s blog about Microtransactions. Microtransactions getting a bad name I’d suggest you take the time to read through the comments as well, since Raph responded there a [...]
[...] Microtransactions Getting a Bad Name [...]