Team Fortress 2 getting micro-transactions via Steam Wallet
teamfortress.com
teamfortress.com
What I'd like to see, however, is some hard numbers that demonstrate this has been worth it to them from a financial perspective.
1) TF2 is profitable, even including the close to ten years that it spent in development(!)
2) They make money off the updates (because of new sales), but not always enough to break even for the update
3) Valve views TF2 as their sandbox to see how players respond to certain ideas, so they find it useful to keep TF2 around even if it weren't carrying its weight anymore.
(edit this backs up some of my claims: http://www.pcgamer.com/2010/08/19/interview-valve-on-the-fut...)
Is $5 really a micro-transaction?
Apparently you can buy gear. I haven't played TF2, but from my "too many" TF days, there were many times I'd have gladly payed $0.10 to see a sniper lagged for just 200ms.
Wouldn't it be awesome for online games like TF to have a small "buy in" and then a prize purse for the winners? That might be enough to bring this old fogey back to Team Fortress again.
(1) Yes, kids, they had Team Fortress, on the quake engine, playable online in the 1900's. It was blocky, it was slow, it was guaranteed to be lagged to hell, and we liked it that way. Now get off my lawn.
I'm surprised that anyone would find it intimidating -- frankly, if you took 2008 me, put me in a hole for two years, and brought me out to play TF2 CTF or CP, I would probably barely even notice that there were new things.
Huntsman + Jarate sniper is practically a new class
Gunslinger + Fontier Justice (or wrangler) Engineer is practically a new class
Dead Ringer Spy is almost a new class
Many changes in balance and game play have been made. It's not the same game as it was in 2008.
Someone also told me there were 360-like achievements (with perks) and there ended up being servers with custom maps to rack them up with minimal effort.