Non-cosmetic "Booster" and "Challenge Swap" MTX

I recently hopped onto the Infinite flight feedback forum and started writing a post summarizing what was working, not working, might be a good addition, etc. but ended up with something much longer than I had originally intended because it goes into detail on the concerning nature of several items currently found in the shop. This is an issue that is perhaps more critical than nearly any other, as it effectively decides what incentives 343 and Microsoft will put in-place for themselves when it comes to monetizing Infinite throughout its lifespan. It’s fair to say we’ve all been well aware that the pivot to F2P means we’ll be taking a hit on base customization options and most likely be charged for them and others down-the-line, but these “Boosters” and “Challenge Swaps” are indicative of an entirely different, highly anti-consumer practice that relies not on creating value for profit with “cool” or exciting models and skins, but instead artificially creating inconvenience for players to make a profit. Rather than writing it all anew (because it ended up way longer than I’d envisioned upon sitting down to write it!), I’ll place it below. Normally I’d just leave it isolated to the feedback forum, but this is definitely something that needs to be put on blast to ensure 343 and Microsoft don’t tarnish what I’ve so far found to be a great product with the kind of exploitative, anti-consumer decision.

–Original Post–

Definitely a positive impression from the weapon drills; the various behaviors targets/bots use across the three trials make for a pretty fun experience whether you’re trying one of the new weapons or just want to stay sharp with some of the classics. It would definitely be nice to see some more information on each weapon, from how they function, to some of the more in-depth tricks; this would be a great tool for newer players to learn what methods to practice from the get-go, rather than floundering around online wondering what they’re doing wrong. Another nice toggleable option to have would be turning on shield and health bars for the bots/targets along with damage-counter pop-ups. Experienced players will always appreciate more information to better optimize their aim, performance, etc. while practicing and newer players would greatly benefit from having the idea of damage to shield versus damage to body (an idea somewhat unique to Halo) really hammered into their brains with damage number pop-ups being color-coded according to whether they are indicating shield or health-loss.

In-terms of actual match gameplay, the the bots put on a great performance, with no noticeable awkward behavior whatsoever. From my limited match-time thus far, they’ve definitely done a great job of simulating a normal player-behavior to ensure that bot-matches feel like normal, online matches rather than just target-practice on a multiplayer-map. I’ve seen mention of this already, but wanted to give a firm second to the complaints of screen-shake on sprint. I actually stopped earlier than I’d planned to because my eyes were very uncomfortable dealing with the constant jarring motion; this occurring even with screen-shake set to zero in the options menu. In general, everything gameplay-related is very smooth and while the screen-shake is in crucial need of a fix, its removal would leave the product in a great state.

UI-wise, the experience was mixed. Menu layouts are reasonable for the most part, but customization is a somewhat confusing experience with the significant number of smaller categories the experience has been broken-up into. While the various armor pieces being broken down into smaller categories is understandable in order to increase what can be sold, I was somewhat shocked by just how badly color customization has been neutered to piece-out under the F2P banner. Not only is the process of editing colors less intuitive, but the options/tools given seem significantly less powerful, with much more of an emphasis being on needing to purchase specific color combos rather than simply being able to edit them ourselves, as I would expect from a Halo title.

The biggest issue I noticed is that the store is selling “boosters” and “challenge swaps”. After my experience running through all of the weapon-drills, I was surprised by just how positive a feeling I had toward Infinite, despite the extremely scummy “have it both ways” scheme MS is trying with a full-priced half-a-game that is only “completed” with an MTX-ridden F2P system; I was actually getting somewhat excited about giving it a shot, but there was no faster way to shoot-down that feeling than emphasizing the most abhorrent aspects of the F2P environment. Monetizing through cosmetics is one thing, but implementing a scheme that’s sole purpose is to make a profit through charging to circumvent the game’s system(s) is absolutely abhorrent. The decision to remove expiration dates from the battle pass seemed to be a sign that Infinite wouldn’t be hinging its monetization on anti-consumer practices, but the decision to sell these boosters and challenge swaps communicates exactly the opposite. This kind of product makes a profit only if there is enough time-consuming and/or generally unpleasant grinding to incentivize players to purchase it and this fact in-turn incentivizes the developer/publisher to ensure there is something in their system onerous enough to warrant paying real money to skip. This isn’t a matter of ensuring through a statement that it won’t be abused, because its very existence already ensures the abuse. There are often examples given by companies to attempt to excuse this anti-consumer practice in which there is specified an “individual A” who “has less time” or “is busy at work” etc. and thus wants to purchase such a “time-saver,” but the fact is that everyone is individual A; we all want to progress in the most efficient way possible and none of us want to suffer through a system in which a “time-saver” holds any sort of value. This practice is anti-consumer and just wrong on so many levels; Infinite is clearly being monetized in so many ways as-is, from colors, to armor, to vehicle-skins, etc. and while this has clearly come at the cost of the base, free customization options, they at very least profit by adding cool/exciting cosmetic content to the game; these “convenience” items on the other hand, do the exact opposite by adding nothing of value, instead relying on there being an artificially created inconvenience in the game that it can so kindly remove, for a price.

Please make the right decision and don’t do this to your community; there’s a great product here that’s currently at risk of going down a very bad path. The Halo community will always genuinely want to support you and your products, so why exploit us with these tactics?

Apologies for the somewhat negative-sounding tone of this feedback; this is just a very serious issue that urgently needs to be addressed.

–End Original Post–

Anyway, that’s all; I’m definitely way more excited than I thought I’d be after experiencing some of the flight, but that only adds to my sense of urgency when it comes to ensuring that myself and anyone else concerned about this (which should be everyone!) make our voices heard to let MS/343 know that this is absolutely not an OK way to add another layer of monetization to a game that is by no means hurting for more layers as-is.

Hope everyone’s doing well; see ya’ll around!

I don’t have a problem with them since there is a bunch on the BP and a pack of them is stupid cheap. As long as the BP doesn’t start giving out gameplay-affecting items, I’m fine with it.

> 2533274937939153;2:
> I don’t have a problem with them since there is a bunch on the BP and a pack of them is stupid cheap. As long as the BP doesn’t start giving out gameplay-affecting items, I’m fine with it.

The troubling aspect of this isn’t so much their price or how many of them we’re given in a battle pass; it’s what incentives are being put in place in-terms of progression design from there on-out. The only incentive MS/343 create for themselves by offering this product is that of increasing grind and generally degrading the progression experience for players because that’s the only way these particular items generate any value whatsoever. Implementing this type of monetization by its very nature puts them in a place where inconveniencing the player isn’t bad game design, but instead a smart business move and that should never be a situation they put themselves, and by extension us, in. There are already a huge number of monetized customization layers baked into the F2P model MS is using here, but unlike these two particular examples, they all add to the player experience with the only already obviously apparent downside being the neutered base customization options (which is unfortunately typical in F2P environments).

With the industry where it’s at now, not selling gameplay-related items is the equivalent of not headbutting random strangers in the street; no brownie points are earned because it’s the very least that’s expected. The problem here is that while these items might not technically be considered gameplay-affecting, their entire existence is based on circumventing the next most prominent aspect of the game, in progression. Most of us know that when it comes to F2P titles, yes, we’re going to be pretty much stripped of base options and charged for any of the “cool” stuff that’s put out later; it sucks, but it’s their strategy for monetization. Infinite however, is not just selling a full-price title with half the game shoved into the F2P-space under the excuse of “But it’s free!”, it’s also heavily monetizing every aspect of customization. This isn’t a case where it should be excused as “I guess they have to make a profit somehow, though…” because Microsoft is already trying to have their cake and eat it too by dividing a single title into a full-priced game and a fully/heavily monetized F2P title. We’re already being left with a significantly less equipped package than previous titles in the franchise, so why are we then asked to take another hit in-terms of overall progression and time it takes to unlock items (many of which we’ll already be paying for with the new battle pass system) on-top of everything else? I completely understand where you’re coming from and absolutely agree that no gameplay-related items should ever be sold, but we shouldn’t have to settle for a subpar experience with that being our only solace, either, especially in a case where Microsoft has chosen to put us in this F2P situation by removing multiplayer from the base, full-price game.

Hopefully I’ve worded this in a way that makes sense! Regardless, I appreciate the comment!

See you around!

> 2533274865819442;3:
> > 2533274937939153;2:
> > I don’t have a problem with them since there is a bunch on the BP and a pack of them is stupid cheap. As long as the BP doesn’t start giving out gameplay-affecting items, I’m fine with it.
>
> The troubling aspect of this isn’t so much their price or how many of them we’re given in a battle pass; it’s what incentives are being put in place in-terms of progression design from there on-out. The only incentive MS/343 create for themselves by offering this product is that of increasing grind and generally degrading the progression experience for players because that’s the only way these particular items generate any value whatsoever. Implementing this type of monetization by its very nature puts them in a place where inconveniencing the player isn’t bad game design, but instead a smart business move and that should never be a situation they put themselves, and by extension us, in. There are already a huge number of monetized customization layers baked into the F2P model MS is using here, but unlike these two particular examples, they all add to the player experience with the only already obviously apparent downside being the neutered base customization options (which is unfortunately typical in F2P environments).
>
> With the industry where it’s at now, not selling gameplay-related items is the equivalent of not headbutting random strangers in the street; no brownie points are earned because it’s the very least that’s expected. The problem here is that while these items might not technically be considered gameplay-affecting, their entire existence is based on circumventing the next most prominent aspect of the game, in progression. Most of us know that when it comes to F2P titles, yes, we’re going to be pretty much stripped of base options and charged for any of the “cool” stuff that’s put out later; it sucks, but it’s their strategy for monetization. Infinite however, is not just selling a full-price title with half the game shoved into the F2P-space under the excuse of “But it’s free!”, it’s also heavily monetizing every aspect of customization. This isn’t a case where it should be excused as “I guess they have to make a profit somehow, though…” because Microsoft is already trying to have their cake and eat it too by dividing a single title into a full-priced game and a fully/heavily monetized F2P title. We’re already being left with a significantly less equipped package than previous titles in the franchise, so why are we then asked to take another hit in-terms of overall progression and time it takes to unlock items (many of which we’ll already be paying for with the new battle pass system) on-top of everything else? I completely understand where you’re coming from and absolutely agree that no gameplay-related items should ever be sold, but we shouldn’t have to settle for a subpar experience with that being our only solace, either, especially in a case where Microsoft has chosen to put us in this F2P situation by removing multiplayer from the base, full-price game.
>
> Hopefully I’ve worded this in a way that makes sense! Regardless, I appreciate the comment!
>
> See you around!

I understand your worries and they are very valid indeed, though I believe we should wait and see how XP gain actually is since the flight didn’t have any. Challenge swap I’m not really worried about since the challenges shown in-game were fairly easy (6 matches in one week, for example), but the XP part has me curious since it was bugged. If it’s like Warzone’s, I’m ok with that since it just speeds up the progress for that pass, and since FOMO is not a goal for 343i in this game, you don’t even need to rush to finish the pass.

I am curious on the cost of cR in this game. If it’s pretty much 100cR=$1, then I’ll be perfectly ok with the shop’s prices. In terms of when stuff comes and goes, I hope it’s like MCC’s The Exchange, where big stuff stays for like a week and comes back often. Combine the cheap prices with the decent amount of time and the shop will be able to sustain itself and we won’t have an Apex Legends situation on our hands!

All in all, we just have to wait and see. More info will come from future flights and we’ll have the full picture at launch, but I have good hopes for 343i and Infinite. I appreciate the respectfulness, by the way! We need more of that on these forums tbh.

Battle passes are an incentive for people to play the game and be rewarded with regular unlocks. If too much grind is required they don’t achieve their goal.

The skip is literally not to trick people into buying them, it’s for people with lots of money who want instant gratification (see streamers). They make money from it, probably not a huge amount but they still do.

Other games started offering these mainly for people who were not going to finish the battle pass on time, which is usually for people who don’t play as much. I’m sure those people liked having the option.

That being said the battle passes don’t expire so it doesn’t even matter if the grind is longer. It won’t be though because we need to get regular level ups for our brains to feel something when we play. They know this, it’s why the model is being used by everyone. It’s a banger of a model.

It’s a popular model, it works, people need to stop getting so worried about something that hasn’t even happened and more so isn’t even likely to happen.

> 2533274801036271;5:
> Battle passes are an incentive for people to play the game and be rewarded with regular unlocks. If too much grind is required they don’t achieve their goal.
>
> The skip is literally not to trick people into buying them, it’s for people with lots of money who want instant gratification (see streamers). They make money from it, probably not a huge amount but they still do.
>
> Other games started offering these mainly for people who were not going to finish the battle pass on time, which is usually for people who don’t play as much. I’m sure those people liked having the option.
>
> That being said the battle passes don’t expire so it doesn’t even matter if the grind is longer. It won’t be though because we need to get regular level ups for our brains to feel something when we play. They know this, it’s why the model is being used by everyone. It’s a banger of a model.
>
> It’s a popular model, it works, people need to stop getting so worried about something that hasn’t even happened and more so isn’t even likely to happen.

I absolutely agree that battle passes are almost hands-down the best evolution we’ve seen from F2P-models in-terms of monetization; they offer a large chunk of content for a reasonable price and really hit the sweet-spot in-terms of actual content for money (when executed properly, of course!). The issue here is definitely not the battle pass, as especially with the removal of the all-too-common, completely artificial expiration-date, it seems it’s being handled very well. The problem is that, especially with the bevy of more reasonable monetization schemes already in-place, these two products should not be included in any way, shape, or form. On this type of topic, I always want to hammer-home that it isn’t a matter of the developer/publisher necessarily trying to be malicious or “trick” consumers, like you mentioned. The issue is that unlike every other monetization method currently implemented in Infinite, these two serve only to generate anti-consumer incentives when it comes to how they generate their profit. It isn’t a matter of worrying about something that hasn’t happened yet, because the choice to offer this kind of product means all the incentives to degrade the player-progression experience have already been put in-place. As I mentioned in my original post, we’re all the “individual A”; we all want to progress in the most efficient manner possible and this type of product does nothing but incentivize the creation of a time-consuming or unpleasant grind to skip, not because it’s an attempt to trick consumers, but because the fact that the developers/publishers have decided to create such an item turns it from a malicious or subpar decision game-design-wise, to a smart business-move in-terms of profit and that is a dynamic that can only serve to hurt the player experience.

Hopefully this doesn’t come off as negative; I appreciate your comment!

See ya around!