Team Fortress 2 Mann-Conomy Update
Team Fortress 2 is one of the greatest online multiplayer shooters of all time. However, with the release of the recent "Mann-Conomy" update, some would argue that this is no longer the case. The fiery game community reacted with even more anger than usual with the announcement that an in-game shop would facilitate microtransactions. So, after the dust has settled, does Team Fortress 2 still stand the test of time or is this an update too far?
After releasing 11 major and over 100 minor free updates to this class-based shooter over 3 years, Team Fortress 2 is a very different game to initial 2007 version released with The Orange Box. With a selection of alternative weapons and cosmetic items available for each of the 9 classes, there is certainly a greater variability to the gameplay. Yet, these new unlockables have caused constant debate over their balance, the system used to earn them and whether they have damaged the overall feel and style of the game. Perhaps the biggest controversy involves the item drop system, which grants players these items. A huge overhaul of the system was made designed to prevent people earning weapons and hats by simulating playing the game.
Throughout these updates I have always stuck with the game, relishing the challenge of learning how to use these weapons as well as how to counter them. The inclusion of hats initially didn't bother me, but sure enough I was soon gripped by the desire to acquire as many of these virtual head pieces as possible. However, the Mann-Conomy update shocked me. Offering these weapons and hats for sale through microtransactions seemed to counter every policy Valve have stood for over the years, and at first I thought it was one of their clever jokes. For those that haven't played since this update, items are available for purchase through an in-game store. The new weapons and hats are available for a higher price than those which pre-date the patch and cannot be traded with other players.
Initially, I was outraged at this having seen the ridiculous prices that were tagged onto these virtual items. Hats in excess of £10 are not uncommon, with many of the new cosmetic items now offering an in-game benefit when worn with their comparative sets. As hundreds of people on the Steam forums pointed out this was encouraging a "pay-to-win" system, which is somewhat true. However, after playing the game for a week under the new system, it is not as bad as it seems.
These new unlockables are not direct upgrades and many carry with them distinct disadvantages, so possessing all of them will offer benefits in certain situations, but not necessarily against a skilled, veteran player. The other benefit is that all of these can be earned in game, or traded with fellow players if they have been unlocked using the random drop system. However, the chances of getting a full set without trading are very slim given the rarity of hats and a weekly item limit. While it is not impossible, it is certainly subtly encouraging the use of the in-game shop. Virtually all the new items can be found in-game, with the exception of gifts and keys needed to open crates which contain random loot. Most people seem to object most strongly to this aspect, as people have to spend money to open them.
Personally, it is easy to see exactly why Valve has implemented this system. After hundreds of free updates, getting a new source of revenue for a popular online game is understandable and the money generated from this update must be considerable. Indeed, I'd be perfectly happy to spend some money as a way of thanks for 3 years of fun and it's nice to see something being given in return. Yet, should we really see this as a donation? Ideally, I'd prefer to see all items available to drop, so no one would be forced to use the store and, in theory, you could acquire everything through in-game drops and trading without spending money. This would still leave the store a viable option for those that would want to earn items faster or people who want a specific unlockable.
Perhaps my biggest regret with the direction of Team Fortress 2 is how impenetrable it is to new players. Even with the inclusion of some tutorials and a practice mode with bots, it is a very difficult game to get into and to truly understand. As a long term regular player, it has taken hours of play to understand the ins-and-outs and subtleties of the title. With so many combinations of weapons available, anyone who has just bought the game better have a friend to explain things and a lot of patience. With 9 classes, each with a minimum of 6 items, many with more than that, it's very complex. While some have argued that challenge should be appreciated, it isn't necessarily going to encourage new gamers to continue playing and extend its lifespan further.
Similarly, there is a real bias towards certain classes which are easier to cater new weapons too. Particularly game-breaking classes, such as the Medic are rarely ever given new items, with only one new addition since his own class update years ago. For dedicated Medic players like me, this means the only new strategies you learn are how to counter your opponents' fresh weapons. A bit of love for these neglected classes (Heavy I'm looking at you) would be nice and help to give long-term players a bit more motivation.
While the Mann-Conomy update wasn't as grave as I had initially suspected, I'm still very wary about the future of Team Fortress 2. I'm very grateful to Valve for their continued support and development of one of my favourite ever games, but I'm anxious that sometimes less is more. Often I do yearn for the classic, unaltered gameplay of the Team Fortress 2 released in 2007, but I still find myself being drawn back. The real question will be whether or not people are still playing in another 3 years time. As Valve admit, the Mann-Conomy update was an experiment and it'll be interesting to see what the results will be.
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