So I figure there is very little to be upset about. Including cash-grab schemes, because if you are naive enough to think ANet is in the business of making everyone feel toasty warm inside instead of making money, then stop playing this game and get out in the real world a bit more and possibly get a job so you can understand what “business” means.
There is something to this, kind of.
Honestly, I think A-net is the ones being naive. In their efforts to get a smallish audience of people willing to gamble for miniatures to gamble away some cash, they are missing massive opportunity in the form of a game public that is very, very used to the concept of the F2P gaming model.
I’ll single myself out as an example. I’m 39 years old, middle class and have been playing computer games since before the introduction of the Atari 2600(I’m only quantifying this to give some idea of gaming experience and buying power). Raising kids and running a household, gaming is a very effective use of the entertainment dollar because a sixty dollar game will give many, many more days and hours of play than virtually any other expenditure of the same size. Incidentally, I’m also relatively close to the average demographic that is a solid target audience for F2P modelling—-this level of experience and buying power is the opposite of unique, it’s the norm.
With that much game experience little fluff items, especially when gambled for, are more or less a charity “tip” nod to the company that made a game. They don’t particularly extend the play time of the game and worse, if a person gets frustrated with an actual cash purchase, didn’t offer playability to keep them around to purchase the next batch. That isn’t to say offering “pay to win” items is the answer: players have overwhelmingly voted with their wallets against this model and in my opinion, rightly so.
So what’s a company to do? They need a product to sell, and it needs to be something people will actually feel gives them value. Here’s the stuff I usually see as value added:
1. Character/Bank slots, etc. They don’t affect character power, but are very value added. The game has offered them up, thankfully, and I’m sure they are among the most common purchases.
2. Just let people buy the minis, and absolutely, positively don’t give them away to those that do not. No gambling, no repeats obtainable in game. Volume makes up the added cash from the few willing to test RNG with real cash.
3. Give skins for armor/weapons that are unique to the store.
4. Let obtainable in game fluff be purchasable, in its entirety. Armor/Weapons, minis, etc. If a person would simply rather buy aesthetics, for petes sake let them. It doesn’t hurt anyone and can only help.
Some of this stuff is kinda/sorta available, but is either horrendously priced or not in a variety worthy of note. In my opinion, this is a much better model than kitten off the few people that are willing to test RNG once or twice, inevitably leaving a longer term audience with significantly less interest in purchases.