![]() According to USGamer, Bethesda was the first third-party publisher to accept Microsoft's idea, offering a pack of in-game horse armor for Oblivion players at a $2.50 price point. After experimenting with paid DLC for its first-party titles on the original Xbox, Microsoft planned to launch the Xbox 360 with a storefront populated by the newfangled "microtransaction." Speaking to WIRED in 2005, Microsoft described the microtransaction system as one that would provide a profitable new revenue stream for publishers - one they would be foolish to skip out on. The predatory game monetization tactics of today began with Microsoft. Related: Game Publishers Are Destroying Their Reputations With Anti-Consumerism The latter are meant to make players feel unique and give them something to show off to friends - much like expensive clothing or cars in the real world, except with a far lower barrier to entry, near-instantaneous gratification, and, crucially, an almost universal no-refund policy. Publishers are constantly tempting players, in both multiplayer and single-player games, with purchasable progress boosters and cosmetic items. Increasing numbers of government loot box bans seem to have brought that particular gambling-like microtransaction system into decline, but the practice in general is by no means disappearing. Navigating almost any video game today brings with it the temptation to purchase in-game items with real money.
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