To be honest I agree with AngryJoe and Jim, microtransactions
DO NOT belong in full priced games period and no good comes from them. The mere mention of lootboxes or microtransactions these days will have an effect on sales too as people know the corporate motivations behind the companies that use them. Turning players into payers as EA so nicely put it and anyone who disapproves of EA's business practices surely cant be into microtransactions. Its the insidious nature of them that we should all be against whether they massively impact games on an individual basis shouldnt matter. The fact they are there at all is a corporate shadow looming and probing that I dont want in my games. They are there to get more money from you and whether you buy them or not they will affect your game should the developer tweak the in game economy to do so.
Its FAR too easy for developers to manipulate those drop rates under the hood and too many games use the 'freemium' mobile format that nudge people into buying them. When a developer can simply adjust that rate and you have to do the same task you were doing before but for much longer as item drop is more rare its going to get annoying. Its easy to say dont buy them but when the choice you have in
most games with microtransactions is a repetitive grind for 'X' amount of hours to amass enough in game currency to unlock something or pay an extra £5 when you simply dont have that sort of time isnt really a choice. It not even the usual grind games had either, its purposefully dragged out and made harder to acquire that currency to push you into frustration & giving up and buying them. They want you to not play the game and to pay to skip parts and unlock the good stuff that isnt a good model to have.
When a games economy is built around this it can go all kinds of wrong and there are loads of examples of this happening and drop rates being so low the grind is unbearable and it effects the overall game. As Joe said, if the drop rates are decent in the final product then fair enough in this case they MAY be overlooked. I want to play a game from start to finish and be able to unlock skills playing naturally rather than be forced to perform countless hours of busy work grinding to amass enough as drop rates for items we need have been lowered as thats not fun.
However this is the normally just the tip of the iceberg and developers testing the waters and getting gamers used to this sort of thing before they turn the dial and lower those drop rates in future updates/new games and release new more expensive cool skills after people have stopped kicking up a fuss. They arent the same as awful paid for lootboxes which have no place in gaming at all but they are along the same lines you just know what you are getting for your money instead. However they still do have an element of chance involved in them with regards to percentage chance to a drop rate. Its like having a knife at your back but being promised that they wont use it, then why is it there in the first place? At any point they could choose to stick that knife in at their own discretion and take advantage of you when you least expect it.
Dont for a second fall for this 'its to give players a choice' line, they have just seen the
millions companies like Rockstar have made from them and want a piece of that from their player base too. Rockstar didnt have to make single player DLC for GTA V as they were making so much money on the online portion they just didnt need it. If they truly wanted to give you a 'choice' then they should bring back old school cheat codes. Then those that want to unlock everything with minimal effort/grind can do so and dont have to pay extra for it.
Its the suits/higher ups trying to squeeze ANY additional cash they can out of us gamers and no-one should buy ANY microtransactions or loot boxes in anything to show them this isnt ok & we dont want this in full priced games. If you have them in your games then lower the retail price or make it free, if you are using the free to play business model in a full priced game you are just trying to rinse your players for cash. Essentially being frustrated into paying to advance further in a game rather than endlessly grind is simply bad, unbalanced game design.
EDIT* After reading through
@Foxtrot94 said much of what I was thinking on first page.
As long as the game's orb economy isn't balanced around this, making orb acquiring intentionally slow in order to pretty much force you to buy them, I don't really care about microtransactions being there. They're only ever a problem when their presence leads to altering the games' progression system to a grind.
Matt Walker has said this is not the case here. However, it's still a greed based decision cause if the game is not balanced towards the grindy route, that only means microtransactions are just there to take advantage of the impatient people who want as many moves (or items) as possible as fast as possible. Which, if it truly was purely a matter of "player choice", as Itsuno put it, then they would simply sneak in a cheat code or something to unlock them all instantly.