Exactly What Constitutes A Microtransaction, Anyway?

Well, it only took about five minutes after the Borderlands 3 stream for controversy to boil up on social media, but boil up it did. During the presentation, which showcased in-game action from Borderlands 3 for the first time since its announcement, Gearbox Software CEO Randy Pitchford revealed several details about the game, from new characters, mechanics to balancing features, to a Twitch companion that will allow viewers to look at the inventory and load list of the Borderlands 3 players they watch via stream. Rallying up the audience near the end of the event, Pitchford also claimed that the game would have no microtransactions and would not be free-to-play. This was said, however, just after mentioning that Borderlands 3 would still have cosmetic skins, which in Borderlands 2 could be both earned and purchased. It was a bit head scratching, to say the least.
Many pointed out the discrepancy, including GameInformer, which seemed to touch a nerve with Pitchford. His response argued that his use of the term was meant to indicate only a certain kind of microtransaction, “premium currency and loot boxes,” which should have been understood in context:
The ensuing conversation has driven many to consider what, exactly, what is a microtransaction. It’s become such an umbrella, catch-all term. Over the past decade or so, microtransactions earned a lot of their ill will through mobile games, where designers have masterminded the tricks that consumers hate the most, particularly paywalls to success like XP boosters and the like. But console and PC games have adopted many of those practices too. There are the microtransactions that are purely cosmetic and of no strategic advantage to the player, as with those seen in fighting games, like alternate outfits and character avatars. There are season passes, which sell all of a game’s future content upfront, and subscriptions, generally understood to cover the costs of running servers and maintaining the community in larger, MMO-scale titles. There are games where microtransactions are a benign and optional part of the experience but still contain an element of manipulation, such as The Sims 3,where store items will show up in the first three slots of your Build inventory, so as to encourage impulse spending. And there are microtransactions that somewhat straddle the line, like the recent additions of the Repair Kits to the Fallout 76 store, eliminating hours upon hours of scavenging time—a clear advantage in an open world game where scrapping parts is key to survival.