Marxism Archive

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Micro-transactions, Marxism, and Making Money in Computer Games

Last week a friend of mine, who is near to releasing a computer game, asked me to explain my generally negative viewpoint on micro-transactions in gaming. In reflecting on my writing over the last three years, I came to realize that I’ve never actually talked about this issue independent of a game review. To fully explore this question, I think it best to establish some core principles for myself as a gamer and game critic.

1 – I will gladly pay for a computer/mobile/console game if it appeals to my interests and/or offers what I deem to be a unique experience.

2 – Not withstanding subscription based games in the vein of World of Warcraft or EVE Online, I will not pay for a game more than once.

3 – No game should exist exclusively as a means of tricking players into parting coin from hand, or use players as unpaid marketing drones.

Keeping these ideas in mind, let us delve into the world of micro-transactions.

A great many games which employ micro-transactions as their monetization model fail on my third principle a few minutes after completing their tutorial. Anything by Zynga (Farmville, Farmville 2, Cityville, Mafia Wars) or its competitors falls into this category. Their MO is to bombard players with “rewards” until almost every action yields a “victory” event. Once the player is accustomed to this constant stimulation, the game arbitrarily denies said action until such a time as players either pay for more actions, invite others into the game, a mechanism which is at best annoying and at worst an invasion of privacy, or wait until a fixed amount of time has passed. After this cool down period, the player returns to the pay-spam-wait decision gate, their resistance to the first two options ever so slightly worn down.

How does this break a gaming experience? First and foremost, it illustrates the pointlessness of the game. “Winning” at Farmville, and its kind, requires no particular skill when every action is a victory event. The game thrives on repetition so much so it feels like a form of unskilled digital labour.

Where the Sim City player is a P. Eng., a specialist who lives in a world where things can, and often do, go wrong, a Farmville denizen is a high school drop-out on a road crew shovelling road kill. The only thing which precludes success in such actions is a physical inability to carry out the task at hand. Otherwise, if you can manipulate a mouse, you can “win” at Farmville.

Other micro-transaction games, World of Tanks, Moon Breakers, Tribes Ascend, Battlestar Galactica Online and MechWarrior Online, do a better job at creating an actual game experience. Yet they still manage to fail, albeit to a lesser extent, on all three of my principles.

For the sake of discussion, let’s consider MechWarrior Online. As a die-hard Battletech and MechWarrior fan, I would have bought this game outright if Piranha Games opted for a traditional release model. When the developers released a founder’s package, allowing for early access to the closed beta, a small fortune of in-game premium currency, and a BattleMech which would always yield a better non-premium cash flow, I bought in. Absent the benefits of my founder’s package, MechWarrior Online would be a completely different experience. Generating enough non-premium cash to buy a new ‘mech and outfit it with custom weapons would take hours upon hours of play. Once again, the experience goes from that of a game to a labour exchange.

I had a similar experience with Moon Breakers, a space dogfighter MMO. To unlock an additional starfighter, without using real money to purchase it, would have required something on the order of fifty hours of game play. Suppose Wing Commander had said, “You’ll be flying a Rapier for this mission, but for 99 cents you can fly the Saber and have a distinct advantage over the Kilrathi.” Now insert such an inherent tilt in the playing field into a multi-player context, where those who spend the most money are flying the best ships.

The effective point of entry into the game becomes an ever rising median of what everybody else is spending. It makes great financial sense for the developers, but forces players into a place where the game is free in name alone. Meanwhile, there is no guarantee that linear development rather than progressive growth (i.e. a proper conventional expansion) to the game will not invite players to spend more money to maintain the same baseline experience.

So what does work in the realm of micro-transactions?

The best micro-transaction model I’ve come across is Ndemic Creations’ Plague Inc. This game invites players to unleash a pathogen upon the world with the ultimate goal of wiping out all of humanity. What sets Plague Inc. apart from other micro-transaction games is its appeal to intellect, rather than tawdry addiction. Defeating Plague Inc. unlocks additional play types. To buy these unlocks is to suppress gamer vanity and admit the game has outfoxed you.

Note well that Plague Inc. exists as a fully realized creation, independent of its micro-transactions. There is a discrete goal and an end-point to the game. These two elements are often absent in other micro-transaction driven games. Yet without them, there can be no game, per se. By the very definition of the word, a game must have some sort of conditions for victory or loss. Without an objective beyond “just doing it for the sake of doing it,” or in the common parlance “grinding,” there is no game. Instead there’s an assembly line with workers pushing buttons to the benefit of owners.

Is it just me or is there a really Marxist streak to the industry of free-to-play gaming?

So to my friend, and anybody else who has read these words and is intent upon producing a game, I suggest considering these three questions when choosing a monetization model.

Have you actually created a game, or is it a gamification of player labour intent upon making you money?

If the reality of the situation is the latter, then go away. The internet is already so saturated with this variety of non-games that you’ll likely never make any money.

Do you believe in the value of your game as a creative expression?

There is nothing wrong with charging a flat rate for your product. I paid 99 cents to buy Plague Inc., and have found ample value for my investment.

Who is your audience, and what sort of relationship do you want with them?

If the answer is anything other than “I want everybody to be my audience so I can take all their money,” then tread very lightly in the realm of micro-transactions. Nobody wants to be nickel and dimed for things which are lateral outgrowths of the core game mechanics.

In games, as in any form of creative expression, good works will always stand on their own merit. Of course, consumers who spend money on good works want a sense of ownership over them. The free-to-play/micro-transaction model is at its worst when it turns ownership into a life-lease. While nobody should begrudge creators a right to profit from their work, the work in question should not expect much in the form of critical praise, at least from me, when it exists exclusively as an engine to make other people money.


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The Daily Shaft: Social Gaming, Light Marxism, and my Confusion

NB: This entire piece is predicated on my assumption that a fringe minority of social game players actually participate in micro-transactions. Only after completing it did I stop to think that I’m giving social gamers too much benefit of the doubt therein.

After discovering that the Google Plus game Pirates: Tides of Fortune shamelessly appropriated the logo of Sid Meier’s Pirates, I found my thoughts turning to social gaming in a general sense. Anybody who knows me knows that I think these games spawn from the devil’s own asshole, so I won’t retread that already well marked path. Instead I want to ask a question. What are these games doing with all the time that gets invested into them?

Without wanting to sound too much like a Marxist, it is my considered opinion that social games use time as their main commodity. Sure, they all have pay models in place where the gullible and hopelessly addicted can invest in speed farming their potatoes or hiring teamsters to build their municipal skating rink. But how do we account for the people who play these games without investing actual currency into the system? It seems to me that the only thing this subset of “gamers” are investing is their time. Perhaps a comparison is in order.

In days past a gaming studio would create a game with two general purposes in mind: to make money and to entertain the end-user. The relationship between consumer and producer therein was reciprocal; gamers paid for a product and in turn enjoyed a game. So long as the title performed as expected, everybody was happy. It’s also important to note that conventional games inevitably reach a point of diminishing returns. That is to say that they have a clear beginning and ending. Some games chart a non-linear course to that ending, occasionally allowing players to continue in perpetuity once the set pieces have been completed, that’s your Wing Commander: Privateer and Grand Theft Auto types. Excepting titles with Diablo-esque replay value or compelling multiplayer, life after the endgame takes the shape of collecting dust on a shelf or being sold off.

Social gaming, with its appearance of offering something for nothing, changes that dynamic. To start, it kills the reciprocity between producer and consumer. If money trading hands is not a precursor to playing the game, then there’s no obligation from the designer to be creative, innovative, or otherwise respectful of the audience. This is one of many reasons why Gameloft and Zynga dance so closely along the of plagiarism. If the target market isn’t invested in you, why should you invest in them?

More insidious is the fact that every social game, at least all of the ones that I have explored, seems perpetual. There’s no end-game. For want of external influences, these games could continue on forever as their players participate in the most tedious sorts of assembly line tasks that have dared to masquerade as game play. Again, I’m sounding like a Marxist, but it’s hard not to when a game’s sole purpose is to engage its players in a controlled economy at the expense of their time. So we return to the issue at hand, time. What are the architects of social gaming doing with all that time? Why do they want it so badly that they will create game environments that have people performing actions with such compulsion and repetition that they would manifest measurable symptoms in the DSM-4? How does time invested in Vegetable Pirate City – not an actual social game but I own the rights to the name and I will sell them to an interested party – translate into revenue?

I suppose it could be about wearing down the non-buyers. Hook them on the game and draw them in until their will to resist is crushed beneath the jackboots of increased carrot production; like a more mundane version of “The Game” that Riker brought back from Risa in that one episode of Star Trek TNG. Another option, though a stretch in my mind, is that prolonged exposure to a game could generate more banner ad clicks. But that seems unlikely as most of the games that I have seen are smart enough to avoid bloating their products with built-in third party advertising. Honestly, I’m at a loss on this one. Social games seem more intent than Skyrim at sucking up a user’s time. Whatever alchemy they use to turn that time into hundreds of millions of dollars in revenue is beyond me.

Oh and here’s a comparison pic between the logos that I mentioned at the top of the review.


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Movie Review: Cashback

Summary Judgement: Terrible pacing, dubious sub-plots, and adolescent angst tarnish what could be an otherwise fascinating concept.

Written and Directed by: Sean Ellis

Starring: Sean Biggerstaff, Michelle Ryan, Shaun Evans and Emilia Fox

Cashback is a movie that I likely never would have watched were it not for NetFlix’s horrible recommendation algorithm classifying it as science fiction. It’s not.  In fact, Cashback is about as far from sci-fi as a movie can get. In one moment it’s an angst addled university melodrama. Wait a few minutes and it turns into a retrospective on the central character’s sexual awakening. Later, it’s a Marxist screed against the banality of the service sector. Peppered throughout these various themes is a question that explores the relationship between artist and subject.  Oh and it’s also a bit of a comedy as well.  What’s that old maxim about attempting to appeal to everybody?

For its efforts, Cashback, and the short film upon which this feature is based, collected no shortage of awards and critical acclaim. It’s also managed to score an equally impressive number of negative reviews. I’ve put nearly two weeks worth of thought into this review. I’ve tried to explore it from every angle, going so far as to even call upon a colleague in the art community for his thoughts. I recognize that some might call me a philistine for daring to dismiss what is ostensibly an indie art film, but Cashback is a bad movie.

The premise is common at best, cliché at worst.  Ben Willis (Sean Biggerstaff) is an impoverished student at an art college. Therein his girlfriend Suzy (Michelle Ryan) breaks up with him. Slow motion camera work paired with opera in the background of the scene that witnesses this breakup gave me hope that the movie would rise above a vision of angst and whining that I foresaw in a flash of prescience; it never did. The kind of maudlin drama that goes with being twenty-one years old accompanies everything that happens in this story. To the movie’s credit, it’s perfect in its portrayal of overwrought university romances. Unfortunately, I lived through enough of those relationships when I was a student , and I don’t care to spend my free time watching them now in cinematic form. However, I suppose that anybody whose lifeclock hasn’t gone black might look at Ben’s plight and go, “That’s so me.”

What counts for the main plot sees Ben getting a job, meeting a new girl, potentially losing that new girl, but keeping her in the end. Snore.

It’s the tangents that Cashback takes to get to the end that merit discussion. As a result of his breakup with Suzy, Ben develops a case of insomnia. Using his newfound extra time he addresses the perpetual problem of student poverty and gets a job working at a grocery store. This is when the movie flirts with Marxism before retreating back into the comfortable bosom of pratfalls and angst. The take away message is that working in the service sector isn’t “work” per se, it’s an exchange of personal time for a pittance of money.  The setup is there to probe deeper into this relationship, but it never happens as the movie needs to spend about twenty minutes making Ben not look like a pervert.

You see, as a means of coping with workplace boredom, Ben discovers that he can (maybe) freeze time. The actual nature of Ben’s “power” is the conceptual question mark of the movie.  Is Ben actually freezing time or is he just an artist who’s gone a bit off his nut?  It’s an interesting enough question. Too bad the movie wastes yet another piece of its potential in making the answer to this question a null value. How does that happen?  In his (maybe) time frozen world, Ben takes to posing and sometimes stripping the women who come into the store for the purpose of drawing them. This fixation with the female form is justified through the aforementioned twenty minute long jaunt through Ben’s sexual awakening.  Distilled down to its component parts that metamorphosis goes like this: eight year old Ben likes boobies. Twelve year old Ben sees a Hustler magazine and thinks it’s a little icky. Twenty year old Ben gets pretentious about the beauty of the female form.

Though the nudity is at all times tasteful, Ben views the frozen women with all the respect an artist gives over to his subject, the premise is just a little too questionable for me. The movie itself is what set me on this line of thought.  In the third or fourth scene, Ben is in class where a very flatulent fat man is posing nude for the group.  Ben, however, is sketching his ex from across the room. The professor then informs Ben that Mr. Naked Man has given his time to the group.

That’s what put me off the most with this movie.  None of the people in Ben’s frozen world are giving themselves up to be subjects.  Ben is just taking advantage of their vulnerability while “frozen”.  Even though he is creating works of art, it still seems like a morally questionable act, perhaps even treading into the realm of a violation.  Granted he’s not raping these women, but there’s still a question of agency at hand.  I’ll admit that I found myself a bit out of my depth on this issue so I put the question to real world artist Timothy Clinton.  Is it kosher for artists to capture a subject without said subject’s consent?  Tim answered with, “No, not so much.”

I suppose there might be some who argue that the intrinsic value of good art trumps considerations of individual agency, or more plainly that the ends justify the means.  However, I’m not sure we can look at art, or an art movie, and call it successful if the driving force behind said creation is morally dubious, to say the least.  Combine that ambiguity with no shortage of teenage angst, a weak main plot, pacing that pushes a viewer’s attention to the point of breaking and it’s hard not to look at Cashback as anything other than a trite piece of fetish realization.

For my time, Cashback, is a study in wasted potential. If Cashback curtailed the endless dick and fart jokes and instead engaged with the questions it implicitly asks about artists and their subjects, then it might have been a more naturally thoughtful piece. Instead it revels in its sophomoric ways and sees the protagonist fêted for his achievements. Despite opening the door to thoughtful inquiry, Cashback answers its own question with all the simplicity of an eight year old that refuses to justify their position beyond selfish gratification.

Hits

+1.5 for artistic nudes and artful camera work

+1.0 for making me laugh

Misses

-1.5 for essentially celebrating what I see as a violation of individual agency

-1.0 for shallow engagement with interesting issues

-1.0 for god awful pacing

-1.0 for excessive angst and melodrama

Overall Score: -2