The Rise of Microtransactions in Gaming
Microtransactions started from very humble beginnings. In the early days of downloadable content (DLC), such as Oblivion and Mass Effect, it was an experiment.
Von Christoph Miklos am 07.05.2025 - 19:01 Uhr - Quelle: E-Mail

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Microtransactions started from very humble beginnings. In the early days of downloadable content (DLC), such as Oblivion and Mass Effect, it was an experiment. For the cost of a couple of dollars, you could add some extra missions, horse armor, or skins.
However, mobile gaming has changed everything. Games like Candy Crush adopted the “freemium” model, where games did not cost a penny to download. Nevertheless, these games made money by selling digital currencies. It was only a matter of time until all video games followed suit.
Visuals vs Pay-to-Win
Gamers have mostly settled for microtransactions that are solely visual (skins, emotes, and banners). Mainly because these purchases are only for visuals, they do not affect gameplay and create a revenue stream for ongoing content from developers.
Games like Valorant, Fortnite, and League of Legends are examples of games that have provided free base content and funded ongoing new content by selling digital-only assets.
However, controversy occurs if players can purchase stat boots, better gear, or advantages in the game or their competition. For example, the EA Battlefront II debacle demonstrated that players were willing to exert agency through social media campaigns to bring it to an end.
Published Transparency of Real Money Spend
One of the biggest issues players have been the lack of transparency in gaming. For example, in many games, loot boxes don’t reveal the odds of the digital assets you might get. Therefore, players can spend significant money to end up with assets they may already have.
Moreover, some games purposely have confusing currency systems. This makes it difficult to work out the real-world value of what you’re spending. Alternatively, some games use psychological tactics, such as limited time offers or rotating shops. These are manipulative tactics designed to encourage impulsive purchases.
Nevertheless, legislation is coming to protect gamers in some parts of the world. In Europe, countries like Belgium and the Netherlands are coming down on loot boxes and treating them like gambling. Moreover, platforms like Apple’s App Store require apps to disclose the drop rate percentages for loot crates.
Lessons from Outside the Industry
When it comes to monetization, not every digital platform hides its mechanics behind a veil of randomness and vague jargon.
Gamers continue to be annoyed with loot boxes that don't display odds and deceptive in-game currencies designed to be ambiguous. Yet, other industries have embraced a more transparent and open approach, and there are definitely things we can learn from them.
Take online spielautomaten, for instance. Although it’s a different kind of gaming altogether, it’s hard to overlook how straightforward these sites offering them are. Before selecting an online casino, players can read in-depth reviews, compare the best welcome bonuses, and see exactly which payment methods are accepted — all before depositing a cent.
The Future: Subscription Models and Battle Passes
In-game monetization is getting much more player-friendly thanks to multiple backlashes. One innovative DLC is the Battle Pass. These are clear and structured rewards where you know exactly what you’re getting, so no randomness or nasty surprises. This is much preferred compared to that of loot boxes and in-game shops.
Furthermore, subscription services are on the rise, giving players access to a whole library of games for a flat monthly fee. This model is about value, fairness, and long-term enjoyment over making money from the players.
Hopefully, this trend continues, so the next generation of gamers will get high-quality content without being ripped off — and that’s a future everyone can certainly get behind.
Christoph Miklos ist nicht nur der „Papa“ von Game-/Hardwarezoom, sondern seit 1998 Technik- und Spiele-Journalist. In seiner Freizeit liest er DC-Comics (BATMAN!), spielt leidenschaftlich gerne World of Warcraft und schaut gerne Star Trek Serien.

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