With the almost entire Xbox one exclusive lineup being revolvent on microtransactions and numerous other games attemting the fee 2 pay model. I thought about what other recently released games could become if they adopted that model without changing the gameplay too much.
So here are some examples:
Pokemon X/Y
This one is relatively easy. The big thing about Pokemon is the collect em all aspect so why not let them buy them all. First stage pokemon would be $1, Second stage would be $2, third stage would be $3 and legendaries would be $4 or $5 dollars depending on who. Double the prices if you want a shiny. Megastones would also cost about $1. The pokemon catch rates would also become a lot smaller becoming harder to catch. But don't worry, there would be pokeballs that you could buy that would have higher catch rates for a measly fee of $5 for 30. Money is very easy to get in the current game but in this version, money would be coming at a much slower rate. So the way you increase your money is either buying it or buying the amulet coin which of course would run out after a while. Pokemon storage would also be limited giving you 5 boxes. Instead you can get more boxes for $2 a box. In Pokemon X/Y, they have this thing called O-Powers. Well what if instead of friends giving it to you, you had to pay for them. In the end of game, there is some post-game. In this Fee 2 Pay version, ther would be more post game but each part would have to be paid for.
Legend of Zelda: A Link Between Worlds
This series was rather difficult to determine but the most recent entry has made it very easy to determine what the microtransactions would be primarily. In ALBW, there is this place called Ravio's shop where you rent the tools for your adventure though you would get free rentals, that would only be once. If you die, you lose all your equipment. So to get it back, you need to pay real money for renting each one $1 each time or a one time $10 fee to own the item. The game would obviously start in hero mode offering an easier mode if you pay the $5. And you can't expect all the dungeons to be freely available so certain dungeons would require $5 to enter. Another item in ALBW is the Hint Glasses, you get this item for free and it can help if you desperately need it. This F2P version would have you pay $1 dollar for each use. After playing a while, you may think your health is too low, so instead just toughing it out, you can buy additional pieces of heart for $1. Another interesting thing they introduced in ALBW is the stamina meter. It refills so fast. In a F2P version, you get a certain amount of stamina bars per day that regenerate at a rate of 1 per hour. To get them back quicker, you can pay for them in sets $2 for 10, $5 for 30, $10 for 75. You are going to need a lot of them.
Super Mario 3D World
The mario franchise is also rather easy to convert into a fee to pay model based on series arcadey roots. One of the first things is to make coins a currency instead of giving you lives for 100. 1-ups would be rare and lives would generate at 1 per hour. You instead pay for most of your lives. Power-ups would also be rather rarer and only bought power-ups would stack. Struggle too much with a level, the super leaf block appears and you get a prompt to possibly buy the white Tanuki suit for $2 or skip a level for $5. The post game would come at $15 per world and the secret fifth character would also cost some money. The toad houses become shops and slot machines cost tokens earned beating levels with more tokens costing money. The green star requirement would be raised for stages to make it that it requires almost all the previous stages green stars but you could pay some money to get a couple more green stars.
While these examples may be a tad extreme, even if you take one of these ideas and apply to a game, it really shits up a game and makes a large money flow for the publishers. We really need to nip this in the bud before it spreads too far
3DS Friend Code: 047387541842