vexikron, (edited )

My issue is that MTX is an exploitative predatory model for designing games and funding game development that essentially always leads to games that are unoriginal, that allows for and incentivizes very toxic social dynamics amongst its players, and that this often leads to many people with either poor impulse control or those susceptible to aforementioned toxic social dynamics will spend /too much/ of their money to the point it seriously negatively impacts their lives.

No, I would not be ok with a certain color being MTX only.

Not sure what you mean by blue bubble vs green bubble, but there are many ways one can seperate themselves from the masses in many games that feature character customization that do not feature MTX.

So, no DLC is not the same thing.

MTX to a large extent works by incremental gradualism in terms of the actual psychology of how it exploits susceptible people.

DLC on the other hand does not do this. Here is an outlined block of content, it usually features many new things in addition to new cosmetics, and usually all those things are not dependent on further microtransactions, but actual game play of some kind.

This is a much more straightforward and much less manipulative way to expand your games content.

While it still is not very common for games in general to allow players to play on maps they do not have, but a friend does, yes you are correct that a few games feature this.

This is irrelevant to the discussion of MTX, though. I do not have total and complete knowledge of all video games, but I have /never/ heard of playable maps as MTX before. Even if such a phenomenon does exist, maps are not usually tied to the player being able to alter gameplay for themselves /specifically/ or to clothing or weapons that /specifically/ are proven to be crucial elements to the toxic amd exploitative dynic that MTX creates.

The closest thing I can think of would be maybe an MMO with a player customizable house that has many things only obtainable via MTX, but I am not aware of a game with such features, and I would be against it anyway. Just make the things obtainable in game.

As to your views on fashion, I mean yes, many tasteless people view fashion only as a way to flaunt wealth.

That is /not/ what fashion actually is though to anyone with an actual sense of creative style.

This is not my area of expertise by any means but try asking actual character art designers what fashion is and how it works.

Different color schemes, styles of clothes, materials can all be mixed and matched, or paired neatly to convey certain elements of a character trying to be portrayed visually.

People who obsess over branded clothing items are nearlt always tasteless and have absolutely no sense of style.

It is entirely possible in many games, with and without microtransactions, to take different individual pieces of clothing amd make a unique look.

As example, though I dislike RockStar’s incorporation of a premium currency mechanic that allows for players to pay real world money for in game content, the games both feature a wide array of clothing choices that can be mixed and matched individually to create your own looks for your character.

Or, you can buy a pre made outfit and immediately be laughed at by everyone for spending money on it, because there are now thousands of other clones that look just like you, and its entirely possible to look good without doing this, you just have to put in some effort and actually, you know, have an actual sense of fashion to determine what looks good or conveys what you want your character’s appearance to convey, and when you have done this, it will actually be unique to you and your character.

Another example of this would be Cyberpunk 2077.

Its entirely possible to have a wardrobe that both looks good and is also effective in game… and is not just a cookie cutter clone of some faction or other character, but this requires actual work.

Much like how actually looking fashionable in real life does.

Further examples would be countless MMOs and even some more clothing heavy Survival Sims and MilSims at this point. Those games less commonly feature outright MTX, and again its entirely possible to do actual fashion by mixing and matching things until you find a ‘look’.

The point of true fashion may be said to convey certain things about yourself or the character via their attire, and the art of it comes in to understanding how styles work, how the human form works, how colors work, how materials work, and then all of this is constrained by other factors such as practicality, affordability, etc.

Its more impressive to pull off a good looking cheap dress than a just as good looking but 20x as expensive one, unless your entire goal is projection of wealth /over/ actually looking good.

Work boots are relatively common and know for being useful in hard physically demanding conditions, so both a construction worker and a soldier may wear different versions of them.

But when a construction worker puts on mil grade knee pads and a scavenged carrier rig, and carries a battered rifle, this conveys a very different character than a standard soldier in BDU does:

We can immediately tell that he is doing this not as his profession and as a rather impromptu affair, that he likely did not plan for this.

I list these examples to attempt to show you how fashion and character appearance is far more than a competition of wealth display: In video games and movies it is very often a means of conveying the character through ways other than what they do or say.

As yet another example I once designed basically Sam Fisher in Arma 3, wearing pants utilitarian enough to be practical, but also conventional enough to look like many civilians. Had a button up dress shirt with plate body armor with PRESS emblazoned on it, shades, no helmet.

Practical, Fashionable, Mission Appropriate.

And I did not need any MTX to accomplish this.

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