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> But if you think they are so meaningless, why do you think people buy them?

Because they're fun.

Some people are willing to spend $5 so that their Rocket League car is the Batmobile. It has no effect on the mechanics of the game (Your car's hitbox is still the same, and it has the same speed/acceleration), but makes the game that much more enjoyable for the player.

In Splitgate (F2P FPS), I bought the battle pass for $10 because I wanted my assault rifle to look like it was made of cardboard. The damage and accuracy didn't change. It's a purely cosmetic effect that I thought was amusing.

> How do microtransactions feed developers? Do you just mean because its their job to build the game? (which necessarily includes the various monetisation systems)

Don't act like you think you know what was meant. It's annoying and smells like bad faith.



Splitgate is annoying because some skins look red and blue and you can't tell what team they're on. I haven't played enough to find out how long it takes to get used to that. It's also a poor quality game and precisely the type of thing that comes to mind when I hear F2P (I realize Splitgate may have started out as a fun project more than a microtransaction cow from the outset). I quickly returned to Halo. I prefer playing games that actually feel like real products and are created by people who know what they're doing.




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