Two months ago, I was pontificating on the Clash Royale $5 “Season Pass” scheme, and the broader context behind this type of microtransaction.
This month, I have completed my third Season Pass purchase in a row. That $15 is more Supercell has seen from me in almost two years of playing Clash Royal, so clearly they are doing something right. But what changed in my thinking?
Floors and ceilings. And defined value.
If you browse any of the Personal Finance subreddits out there, one of the frequent topics is renting vs buying a home. What is correct for your specific scenario is, of course, specific for your scenario. One of the interesting lines that comes up though is this: rent is the most you will have to pay a month; a mortgage is just the minimum. As any homeowner knows, you have to cut a check to the bank every month and then pay for whatever shit may have broke in the meantime. Last summer, for example, we discovered dry rot in the roof by way of water leaking down pipes into the basement. You might come out ahead in the long run with a house, but that depends on running a long time.
In games like Clash Royale, the payment ceilings are effectively nonexistent. Most of the time, you are paying cash for random results and could end up spending $100 or $1000 for whatever it is you want. With that much uncertainty, it is better to… spend nothing. So I have been, for years, minus some 10x value offerings. Those had been great deals, but they were not real floors either – just chests and gold and random goodies that got me a leg up in the front door, so to speak.
The Season Pass is a true Floor. For $4.99 you get X, Y, and Z. Someone broke it down back when it first released but there was some extra value above and beyond the defined benefits. For example, unlimited resets on some of the Challenges. Sure, that effectively means “you get all the Challenge rewards.” But you could technically get all the Challenge rewards if you play well enough. With the Pass though, the anxiety is gone. I can play a few rounds while watching the baby, because if I have to put the phone down I won’t be screwing up my only shot at completing the run.
Much like with Humble Bundles, there is a relief that comes from knowing one small payment obviates any “need” to pay more money for the month. You don’t have to think about it anymore.
Of course, it is all a mental trick devised by mercenary psychologist-economists to get people to part with their cash. Nobody “needs” to pay any money to Supercell, and the “value” that comes from the Season Pass is, in part, derived from the fact the company has hitherto been miserly with normal rewards. If, if, you have been worn down by the unceasing barrage of unfettered capitalism though… well, the Season Pass is not the worst possible capitulation.
It sure as shit is going to get you farther than $5 will in Hearthstone.
When the videogame historians look back on this particular monetization strata, it will undoubtedly be the Season Pass era. Or perhaps the Microtransaction era more generally, to include loot boxes, but with legislators and science slowly turning against loot boxes, I feel like more and more games will be making a hard turn into the Season Pass model.
To be clear, I am not referring to the Season Passes of yore, in which you essentially pre-ordered DLC. The new hotness is basically a month-to-month subscription. This most recently slapped me in the face in Clash Royale:
Someone on Reddit wrote up all the incentives that your $5 will purchase, and the list is somewhat enticing. None of them are technically P2W, which is itself a moot point because you could drop $99 on shit from basically day 1 in Clash Royale anyway. Indeed, if you look at the package in comparison to what your hard-earned cash could buy normally, you’re effectively getting 10x-11x the normal value. Five dollars will get you 500 gems, which can convert to 10,000g or two emotes or two Lightning Chests… or basically give you 40,000+ gold, 800 more cards (including 60+ Epics) and a bunch of other stuff.
Of course, Supercell doesn’t want it to be an either/or scenario. You can do both. Having an exceptionally generous Season Pass can lure F2P players into making their first purchase, after which it is easy to make another. One of the “perks” of the one in Clash Royale is an auto-announcement in Clan chat that you purchased the pass, and thereafter your name shows up in gold coloring in chat and battling. Turns out that adding gold leaf to a scarlet letter makes it rather desirable.
The dilemma I face is the same as always: I am caught in eye of the monetization storm.
As the screenshot shows, I am one Miner card away from having a fully-maxed deck. I am sorely tempted to purchase the Season Pass entirely to get that last Miner card. It would normally not be too difficult to trade for it within my current clan, but there are at least three other members currently asking for Miners themselves, and none seem keen to trust me in giving up one of their so I can max the card and satisfy an effectively infinite number of trades thereafter.
After that though… what then? I have dozens of technically maxed cards that I cannot actually max out because I lack the gold to upgrade them all. Not that I would need to max them out in the first place, considering I don’t use them in decks. The deck I have is the one I enjoy the most. The last two slots are technically flex slots, but I have tried a bunch of alternatives and found them lacking.
Would the new Fisherman legendary card be a good fit? Completely irrelevant. New legendaries may as well not exist, because I would need literal dozens of them to get them anywhere near usable levels where I’m sitting on the ladder (~5800 last season) and in 2v2. Granted, the Fisherman has some utility outside of his base HP and damage – the ability to hook and pull troops around like Roadhog from Overwatch – but I’m still not bringing that to match that matters.
In any event, the Season Pass model gives me pause. In the context of cash purchases within Clash Royale, it’s a great deal. Would I pay a $5/month subscription to Clash Royale though? Nope. It’s not a subscription though, as there are no reoccurring payments. “Cancel any time!” And yet there will be tens of thousands who do re-up every month, for the rewards or the conveniences lost.
Technically this should be positive Consumer Surplus territory… so why do I feel so dirty?
Possibly because I felt the hook twitch. Supercell isn’t reeling in the line yet, but it’s there. Subscription versus Season Pass is a distinction without a difference, and yet those who would riot about the former in their game are praising the latter. It is a trick of psychology, a stark reminder we can be tricked, and evidence that we face amoral corporations that have a fiduciary obligation to their shareholders to trick us out of as much money as possible.
For however bad loot boxes may seem, never forget that loot boxes are apparently not enough.
I have been playing the Battlefield 4 beta these last few days, and I’m not quite sure what to think.
It certainly isn’t the jump in quality from Battlefield 2 to 3, that’s for sure, although there are some interesting moves. For example, the default rocket launcher has a tracking mode that activates when the Recon class designates a target with their binoculars; this sort of solves the incredible power discrepancy between Engineers that had unlocked the, er, lock-on launcher versus newbie players.
Another interesting change was how they gave the Recon class (aka snipers) C4 charges. While this makes roof-top campers extremely annoying – they can drop C4 at the elevators and wait for the door opening sound for an auto-kill – it also creates an amazing tension in the class. Do you run out and C4 that tank while risking being caught in close-quarters with a sniper rifle, or do you hang back and try and snipe with a tank blowing you and your team up? Giving snipers claymore mines and assault classes C4 makes more thematic sense, but reversing those roles makes for more interesting gameplay decisions. Even better, the thermal Binoculars you get not only lets you lock on to vehicles for your teammates to kill (you get bonus XP when they do so), but it lets you more easily spot enemies running around that are too far to hit. Or, honestly, that you aren’t skilled enough to hit. Just spotting them is basically 1/4th a kill though, and it’s a useful service to do so.
However, some design changes have gone in the wrong direction. Technically, it was Battlefield 3 that “introduced” the concept of the medic class having to actually unlock their core ability, i.e. to revive people, but Battlefield 4 is taking that to ridiculous extremes. It takes 11,000 Assault-class XP to unlock the Defibrillator, which I hope to god is a placeholder value. Perhaps if smaller maps were available it might not be so bad, but actually getting that amount of XP on a class that otherwise brings nothing interesting to the table is a massive chore; not only do the other classes have easier ways of racking up easy XP, but remember that BF4 (and BF3) made the change to a regenerating HP model too. Between that and the near-zero Time To Kill numbers, the ability to throw a Med-Pack is only ever useful when you find yourself dueling someone from behind cover.
The unlocking situation gets even more ridiculous when you look at the Support class, aka the ammo guy. While I suppose it was annoying/immersion-breaking when a single Support dude could drop an ammo box and spam infinite grenades over the wall, putting the ammo box behind a 52,000 (!) XP grind-wall is an extreme overreaction. The most obvious trickle-down effect is that it makes every class weaker by extension: what good is an Engineer without rockets? Given how you respawn with full ammo, the smart move is then to play both aggressively and carelessly by spamming everything you have and then effectively suicide yourself for Round N+1.
While there has also been some grumblings over the idea of “Battlepacks” – random lockboxes filled with camos, dog tags, XP bonuses, etc – as someone who played Mass Effect 3’s multiplayer for a while, I don’t see it as such a big deal. Yes, it is a cynical cash grab given how you can pay money to buy those things. However, as far as I can tell, you do not actually unlock more powerful weaponry from these boxes. Which automatically makes them less of an issue than ME3’s lockboxes where opening a rare Widow or Carnifex/Paladin was basically the start of your game.
Beta is beta though, and this one is more restrictive than most. Overall, I can’t say that I’m too impressed. It’s honestly been so long ago that I uninstalled BF3 that I forget if being able to spawn inside a vehicle from the Deploy screen is something new to BF4 or not. And, really, that’s kinda what it comes down to: why do we need Battlefield 4 again? Once all the maps are unlocked, then perhaps we’ll see where the differences lay. Plus, supposedly Commander Mode is back.
But right now I do not see any reason why I would be compelled to purchase Battlefield 4 on Day 1 as opposed to when they bundle the game + first Map Pack together. Or, really, when they bundle the game + Season Pass.