In the blog post “Money Changes Everything”, Mr. Dancey revealed an initial design for Pathfinder Online’s cash shop. It is my expectation that this initial design was based on the experience of theme-park MMOs, the pitfalls they have experienced, and the outspoken consensus of theme-park players that has resulted. In this thread, I suggest that the scope of cash shop should be narrowed from that initial design; the distinctively sandbox parts of the game suffer additional hazards from a conventional theme-park cash shop.
Principles
I have played a variety of MMOs over the years, and the presence of a cash shop has affected my perception of them in various detrimental ways. This is the core of my argument: the attitude changes wrought by an ill-implemented cash shop will hurt player attitudes, leading to them having less fun. This is projection based on my own experience; I hope that the developers will consider the possibilities seriously, and decide for themselves the truth or falsehood of them.
(I will use World of Warcraft for most of my examples. Mea culpa.)
1. Meaningful interactions require meaningful identity.
In World of Warcraft, when I queue in the Looking for Dungeon finder, I can be placed in a group of people and have a good chance of success at completing the dungeon. But those people are from other servers, and the chances are that I’ll never see them again. They don’t feel like people. They’re just as temporary as the rest of the dungeon environment. That’s why so many groups go by without so much as a word spoken.
2. Immersive worlds link player identity and character identity.
Some online friends ascend to become real-life friends. But usually, the character identity is a proxy for the personhood of the player. I don’t think of you as “the guy who has a terrible boss and works in IT tech support”; I think of you as “that awesome blacksmith who can make keen swords”. And that’s the point; that’s the role you wanted to play in the first place. That’s why you made that character how you did.
3. Meaningful character identity requires a consistent world.
“If anything can happen, it’s hard to care about what happens.” When World of Warcraft was first released, you would rarely run into a level 60 player (the level cap). When you did, it was awe-inspiring. They would often be surrounded by curious player characters inspecting them and their gear. That’s because it meant a lot- it meant that character was accomplished and powerful. And those are things that are inherently interesting in a game about progress. In contrast, in modern World of Warcraft, level-capped characters are the vast majority. Characters equipped in full “epic” gear are the norm. It’s not like you hate them; it just doesn’t provoke any reaction. The loot may say “epic”, but you as the player know that it’s actually very ordinary.
4. World consistency is broken by exterior commerce.
In a consistent game, when you see someone with an awesome piece of gear, you’re naturally curious. It excites your imagination about the possibilities that lie ahead. But in most games today, I find myself having a different reaction: I shrug. “Probably some microtransaction thing.” The developers need money; and to make money, their products must sell. So they make products people will want to buy. And what will people buy? Powergamers will buy power. But social players? They will buy attention. So the developers make big sparkly things that shower the area in particle effects. And they sell. But I notice in myself that it reduces my enjoyment of the game. I no longer get excited about the possibilities for my own character; I get cynical about the world that my character is living in.
And I don’t stay long.
These issues will affect Pathfinder Online more than most games. The detrimental effects will hit it harder because they compromise things closer to the heart of the game. Put another way, in World of Warcraft I may roll my eyes, but queue for another dungeon- something that will take me away from the offending player and engage me in some excellent theme park content. In Pathfinder Online, this isn’t an option. The nature of the game will drive people closer together. If you get cynical about the world, or annoyed with its players, that’s it. There’s not much left to keep you.
Principles for Cash Shops
0. Cash shop items should not provide power.
This is part of the theme-park consensus; I include it here for completeness.
1. Cash shop items should remain “outside the world”, or “meta-game”, as much as possible.
a. Play time is an obvious example. Everybody understands that you must pay to play. I can also accept trading these on the open market, so that Goblinworks can regulate and tax the gold-seller market, and allow players to try the game before spending too much on it.
b. Additional character slots are another example; it won’t break my suspension of disbelief to see an extra character in the world; because I’ll have no idea whether it’s a first character or a third character.
2. In-world items from the cash shop should NOT be alternatives.
a. Consider a big, sparkly, cash-shop mount. This is an alternative to brown horses, available in game, and unicorns, also available in game (but only with Exotic Animal Taming, requiring months of training). In this case, the sparkly mount devalues all mounts. I will not always know whether a mount is a cash shop mount; so if it is big, sparkly, or “special”, I will assume it is a cash shop item, roll my eyes, and maybe think, “Whatever they have to do to keep the lights on”. If, however, there is no cash shop mount, and I see a unicorn mount, I will say, “WHOA! That’s awesome! I want one! Can I pay that character to train me one? Do I need to start training my character for that proficiency?” I consider the second outcome much more desirable.
b. Consider a character slot which is enabled to use a “special” race. This is not achievable in-game. If I see this character in game, I will say, “Ah, they’re a sylph. I haven’t unlocked the special races yet, so I can’t make one.” It feels more like an expansion. It doesn’t call into question other cosmetic things, because I can clearly separate what is bought with cash and what is earned in-game.
c. Consider a wedding dress item, available at the cash shop. This is the sort of thing that a tailor would reasonably expect to be able to make. But if they are offered on the cash shop, they probably will not be available to tailors. This, then, encroaches on the territory of the crafter in order to expand the territory of the cash shop. By reducing the territory of the crafter, the core appeal of the game is reduced. Since the crafter will probably be the lifeblood of the game and a pillar of community, this will harm the game in the long run.
3. Cash shop items should not provide convenience.
Since the game design, to this point, attributes lots of risk to travel time, and since logistics is being mentioned as a serious player concern, and a source of value leading to price differences, this translates to power. Then, this follows from Rule #0.
A Consistent Cash Shop
What, then, is allowed?
1. Playing the game. This includes skill training time, character slots, etc.
2. Restricted categories. This is whatever Goblinworks is willing to stake out at the beginning as being “cash shop material”. It could include guild creation, “character legacies” like in The Old Republic, etc.
I'm not guaranteeing that any of these things will be good for the game overall; I imagine lots of people would be disappointed to have to pay to charter a company. I merely suggest that it will not break the consistency of the world and harm immersion.
3. Expansion content. This is a combination of 1 and 2; it is game content that simply cannot be accessed without paying. It could also include weekly passes for new dungeons, either developer- or user-made.
One final note: if training time (the PLEX equivalent) will be a tradeable item, I suggest that all cash shop items should be tradeable. It will have no effect on those who wish to buy gold, save perhaps a slightly better exchange rate; however, it will make the game more attractive for free-to-play players, and that may be good for the game in the long run.