So-called "AAA" publishers seem to universally be cramming mictrotransactions into their full-priced games, often dictating mechanical changes to actual gameplay to accommodate (and promote!) the spending of real money for, quite often, in-game advantages. Advantages could come in the form of faster progress, better gear, less grind or even other characters, cars, etc.
Mankind Divided, a good game otherwise, by all accounts was designed without microtransactions in mind. The entire game, with the story, praxis distribution and XP gain were all designed to take Jensen on a journey starting at zero (ignoring the tutorial) and getting more powerful as the game went on. In the eleventh hour, Squeenix execs commanded the addition of the real money store, selling ONE TIME USE praxis kits for real money. So players could now pay more actual real cash money over the price of their game to unlock all augmentations from the start (ruining both the balance and character progress as designed (aka cheating)).
Shadow of War added Orcs for sale, undermining the very selling point of the game. GTA Online sells its virtual currency for real money in the form of Shark Cards and has made more money for 2K than any other entertainment product has ever made anybody else. Other games lock cosmetics like skins, outfits and colour shaders behind microtransactions, or cars, clothes, characters and so on. Now my question is this...in the context of publishers locking these things behind real money transactions, does "cheating" to obtain items in-game without spending real money constitute theft? Is it criminal or immoral?
Now on consoles this isn't so much an issue since players don't have such ready access to cheats, trainers or mods, so largely we're talking about PC games but further, specifically those which are not "live services" or always-online. Always online/live service things like The Division, Destiny 2, Diablo 3, etc. are tightly controlled, publisher managed ecosystems where the numbers and account unlocks are stored on remote servers. But in Mankind Divided, with a trainer the player can grant themselves as many praxis as they want. Heck, the game itself even has an NG+ mode to play with previously unlocked abilities and local save files to share with others.
Does cheating this way in Mankind Divided, or Far Cry 5 (another single player game with real money currency in it) to unlock items otherwise held hostage to real money, constitute theft? Should a publisher have a right to "ban" a player for doing it offline? An extension to the question...if a player modifies an ini file or other game data on their hard drive to unlock on-disc DLC or other, otherwise chargeable content (eg. anything locked behind "Project $10), is that an offence? Does it make a difference if a game has a co-op element (eg. Dead Space 3).
[To reiterate, we are not talking about always-online games where data is stored remotely, nor F2P games, but offline, full-priced titles. Some example games include those already mentioned, AssCreed Origins/Syndicate (in fact, lets just say "All Ubisoft games moving forward"), Dead Space 3, MGSV: Phantom Pain...can't think of any more just now.]
Mankind Divided, a good game otherwise, by all accounts was designed without microtransactions in mind. The entire game, with the story, praxis distribution and XP gain were all designed to take Jensen on a journey starting at zero (ignoring the tutorial) and getting more powerful as the game went on. In the eleventh hour, Squeenix execs commanded the addition of the real money store, selling ONE TIME USE praxis kits for real money. So players could now pay more actual real cash money over the price of their game to unlock all augmentations from the start (ruining both the balance and character progress as designed (aka cheating)).
Shadow of War added Orcs for sale, undermining the very selling point of the game. GTA Online sells its virtual currency for real money in the form of Shark Cards and has made more money for 2K than any other entertainment product has ever made anybody else. Other games lock cosmetics like skins, outfits and colour shaders behind microtransactions, or cars, clothes, characters and so on. Now my question is this...in the context of publishers locking these things behind real money transactions, does "cheating" to obtain items in-game without spending real money constitute theft? Is it criminal or immoral?
Now on consoles this isn't so much an issue since players don't have such ready access to cheats, trainers or mods, so largely we're talking about PC games but further, specifically those which are not "live services" or always-online. Always online/live service things like The Division, Destiny 2, Diablo 3, etc. are tightly controlled, publisher managed ecosystems where the numbers and account unlocks are stored on remote servers. But in Mankind Divided, with a trainer the player can grant themselves as many praxis as they want. Heck, the game itself even has an NG+ mode to play with previously unlocked abilities and local save files to share with others.
Does cheating this way in Mankind Divided, or Far Cry 5 (another single player game with real money currency in it) to unlock items otherwise held hostage to real money, constitute theft? Should a publisher have a right to "ban" a player for doing it offline? An extension to the question...if a player modifies an ini file or other game data on their hard drive to unlock on-disc DLC or other, otherwise chargeable content (eg. anything locked behind "Project $10), is that an offence? Does it make a difference if a game has a co-op element (eg. Dead Space 3).
[To reiterate, we are not talking about always-online games where data is stored remotely, nor F2P games, but offline, full-priced titles. Some example games include those already mentioned, AssCreed Origins/Syndicate (in fact, lets just say "All Ubisoft games moving forward"), Dead Space 3, MGSV: Phantom Pain...can't think of any more just now.]