91

This is my own personal opinon on the subject, and some other people may dislike microtransactions for other reasons, but hopefully this will give you a first element of answer. I personally dislike microtransactions because they are not honest and up front with the customer. They are often associated with psychological tricks to make you spend money. One ...


55

Back in the day when apps were $1-$2 (or the occasional $5 or so for something above and beyond or very specialized) I bought quite a lot of apps. Buying an app and then having full control over the game play is terrific. Now that apps have gone to free download + microtransactions, I have stopped paying for anything completely. Why pay to play is ...


44

People hate scams and price increases, and have been taught to associate micro-transactions with both. In some cases, especially most of the early cases, micro-transactions were used for illegal scams. There was a time when Apple and Google ignored the password requirement for payments, under some conditions, which was used to prey on children and (other) ...


27

I would go a bit further than what Eldy said (+1) and quote this additional bit from a Rolling Stone article on the matter: A free-to-play game does not sell its in-game currency or items; it doesn’t sell anything, in fact. It holds hostage the one thing that is obviously more valuable than money. They hold hostage your time in this world [...] You still ...


27

Because it’s nickle-‘n-diming, nothing else. Just imagine you go to Disney, and pay 20$ to get in the park, and while you walk along, every some yards there is a turnstyle, where you need to pay another 4.99$ to pass. You have no idea how many more are coming, and either you pay them all, or you turn around and wasted all the money you already paid. Would ...


19

Players don't care about the economics of game production cost. I spent all my Saturdays and some Sundays for 6 months to make one of my games. A friend, when presented with having to pay $3 for it, said that I owed him a beer for buying it. No, he got a game that I worked hard to make. Players don't want to pay for a game, no matter how cheap. Many, many ...


14

The cost is not entirely known up-front Let's compare against two other monetization models; Players are all too happy to shell out $60 for a triple-A title that has decent reviews - because they understand the cost that it will incur to them. They feel like they can appropriately weigh the cost against the reviews (and their preferences) to decide if they ...


14

As a hobby game designer, I have an especially deep hatred for microtransaction for a reason that I think many players also understand instinctively: If your game has microtransactions as its business model, it most likely means that your game design has been mutilated to maximize the profit. That means progress will be artificially slowed so that people ...


12

It's not the microtransactions per se that are hated. It's the hate-able game designs and the way the sale items are designed, which happen to use microtransactions. For example: Microtransactions for advantages, creating pay-to-win games where players are essentially in an endless bidding war with each other, and/or free players are at a huge ...


9

I think fundimentally it is because it is a business model which no longer emphasises making the best possible game (or even the best game with the limited available budget). Look at these businesses models: Paid up front: Further revenue is driven by reviews and positive recommendations, providing a very good game drives this Paid by advertising: The ...


9

Microtransactions are not universally hated Having a game or aspects of an otherwise fun game altered invasively simply to sell more microtransactions is what is universally hated. I think a list of games and give a short evaluation of each on how I personally feel about microtransactions in each would help show which games to them well and which do not ...


4

The biggest problem with micro-transactions is that they are, in general but also in some very prominent examples (which people remember well), deceptive, fraudulent, abusive, and explicitly designed to take advantage of the weak. Insofar, they are also massively unethical. That, and they're not "micro" at all. How are they deceptive and fraudulent? The ...


4

We have to differentiate between micro-transactions which buy content, from those which buy consumables. In the beginning, micro-transactions were not only cheap (around $1 or not much more), but they bought content. New levels, new characters, new missions, new hats. Even if it was just decorative, if you bought it, you kept it. It was yours. Now, most ...


3

on Android the storeController has a list of purchased products when initialized successfully. So then you can use code that looks something like this and check if the item is bought : Product product = storeController.products.WithID(productId); if (product != null && product.hasReceipt) { // Owned Non Consumables and Subscriptions should ...


3

If your country is marked red crossed in merchant account then you are not allowed to do any kind of direct bank transaction. Example: In-app purchase of any kind, sell premium app, Ad remove purchase etc. These kinds of transactions use direct bank account which is known as merchant account. Ads are alright as the transactions are done via a simple ad ID ...


2

The issue at hand here isn't a matter of the store, but your program and the way you save files. Unity Services' built-in In-App Purchasing (IAP) is, in some sense, a complex messaging system. When you register a consumable, it just means it's a repeatable purchase such as "100 gold bars", as opposed to, for example, "New level set", which would only be ...


2

I am not completely sure what you want to share across devices, the earned and bought coins or the purchased things (lets call them "hats"). I also do not have any experience with IAPs, iCloud and CloudKit, what I say here is only from observations and reading documentation. IAPs can be restored, you can see that in almost any app that uses them to unlock ...


2

I can offer two reasons. One is that old style gamers such as myself just prefer to play the game without having to pay extra to get the content. I would prefer to unlock content by player. The second is worse, its the game companies that appeal to children and constantly try to sell items to them that have zero value , sometimes for reletively large ...


1

To test the IAP, make a purchase on a device logged in with an Alpha Tester Google Account. A modified purchase dialog box appears to confirm the fact this product is under test and is free. Source: Test IAP Details


1

First of all, the microtransaction model of monetization is based around a few premises. It lends itself to games that are long, or continuous in nature, where players will come back for multiple sessions over a period of time. Arena games where you enter and exit a match several times in one sitting, or games with many stages that unlock in succession. A ...


1

There is one point for hating micro transactions that I didn't see made here. tl;dr players feel like people who pay get an unfair advantage. Players in games often feel like people who pay have an unfair advantage. In clash of clans and clash Royale there exists the slang term "gemmer" which has a negative connotation, referring to people who pay ...


1

At least in my case it turns out that under the services tab the IAP option was still ticked on. So even when no scripts reference it that are getting build I guess unity still adds the permision to the manifest.


1

OK my confusion is solved. Basically I was confused thinking Unity IAP was not the same as Google IAP. In fact, it is, Unity is compatible with Google IAP and many others. So I had to go to Services and enable the IAP to authorize billing on my app. I also had to retrieve the AndroidManifest.xml from my projects folder (Temp/StagingArea/), edit it in ...


1

Unity now has a built in SubscriptionManager. You can use it to determine Subscription validity. https://docs.unity3d.com/Manual/UnityIAPSubscriptionProducts.html


1

There are a few standard extensions on the wiki - check out https://github.com/libgdx/libgdx/wiki/gdx-pay


1

Yea, you can safely replace folders and keeping in mind about the Special Folders Name. Other than that you can play around with.


1

Personally I use a shared keychain entry enabling Keychain Sharing in the Capabilities of your target. This makes life so much easier especially given that this file is backed up and thus if the user changes the device they will not lose anything.


Only top voted, non community-wiki answers of a minimum length are eligible