"Never. Sell. Power. This is seriously micro-trans 101, but we still seem to have this temptation to squeeze the maximum amount of money out of our players by selling them things that alter the balance of gameplay."
Don't feel like doing a quest to get the reward? Don't care about taking the time to unlock the game's super ultra secrets? Or perhaps you just suck at it?
You may be in luck. For a "modest fee", the game's developers might be willing to sell you "something extra" to "boost your performance". Don't worry, it's "not really cheating" since anybody else could do the same, and you gotta trust the game's developers on this, right?
Rejoice, gamers, for now we can have Truth in TelevisionVideo Game FUs, where only the rich kids will have all the cool stuff.
Some online games do such a thing as a response to Real Money Trade, on the logic that players would do it anyway. The sister trope is the Allegedly Free Game, which advertises itself as "free to play" but requires purchases to unlock content, up to and including higher levels and/or the actual ending. To clarify, the difference between these tropes is that Real Money Trade is forbidden by the game's developers, while an Allegedly Free Gamecannot be played in its entirety without paying money, and Bribing Your Way To Victory allows you to buy better stuff but doesn't lock you out of content.
A common variant of this trope is to put in countless hours of incredibly dull Forced Level Grinding with minimal content at the lower levels, then allow players to skip it by buying Experience Points and/or whatever currency they would otherwise need to grind out to progress. This essentially results in an Allegedly Free Game with the illusion of being able to Earn Your Fun, even though the latter is rendered useless since you rarely save more than a dollar per hour of grind compared to just coughing up the money - mowing the neighbor's lawn would be less work, more fun, and still pay more. In cases like this, and other situations where you can buy quicker access to stuff you can get in the game, it seems like the developers think their game is boring enough, at least at the early stages, that people will pay money to play less of it.
This is one of Sturgeon's Tropes as it is very difficult to implement this in a way that doesn't hurt the experience for players unwilling to spend the extra money.
A Real Life subset of Screw the Rules, I Have Money!.
See also Revenue Enhancing Devices. In-game money doesn't count; it has to be real money.
Not related to Crimefighting with Cash.
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The Munchkin series of card games has a set of official T-shirts. According to the official tournament rules, wearing one of these shirts grants special powers, such as the ability to draw extra cards and increasing the amount of treasure you get when killing monsters. It also has a series of bookmarks that cancels out the effect of the t-shirts. In fact, all Munchkin related products affect the card game in some way.
Possibly the most outrageous example ever? A cookie.
One card lets you go up one level by, in the card description, bribing the GM with pizza.
Possible case of invocation of this trope, given the nature and tone of the game. Another basic rule is that cheating is OK if you don't get caught.
Seen as the downfall of many a Collectible Card Game. It's not bad enough when players, (stereo)typically spoiled little kids who can scream "BUY ME THAT ULTRA-SUPER-DELUXE MEGARARE!" at their parents, can buy the rare and powerful cards or even entire pre-built "munchkin" decks from shops and collectors, but then the actual makers of the game have to get in on the act with "Buy this cheap tin box 'storage bin' and get a deluxe chromium omegarare card free! Only thirty bucks!" A designer who doesn't want to be accused of this should decide rarity by complexity instead of power.
It's always possible to build a "budget" deck consisting of fairly inexpensive cards that does well, but the majority of the decks you'll see coming in the top percentages at tournaments will end up running the same rare cards. Since these cards are considered must-haves for "good" decks and are already rare as it is, the market price for them tends to be much higher than similar (albeit somewhat worse) cards, which means that the only reliable ways to get them are to buy them or to trade for them (which might entail giving up several of your own cards to match the value).
Somewhat inverted when Wizards of the Coast released a Magic the Gathering boxset containing tournament-winning decks from two of the best professional Magic players, including several expensive rares. The catch was that the cards had visual notifiers marking them as not tournament-legal, and thus effectively worthless on the resale market.
Furthermore, there are 'Limited format' tournaments, where the price of entry (around $20) includes several packs of cards, which the tournament participants must then make decks out of (in some versions, the player is limited to whichever packs were given him at random; in others, the players pass the packs around the table and pick a single card). At the end, cards are kept (though rares are sometimes put aside to be handed out, with higher ranking participants going first). Because cards are chosen non-randomly, this is actually a cheaper method of obtaining the cards you want.
Magic: The Gathering however also plays this totally straight with the introduction of a new level of rarity. On top of Common, Uncommon and Rare, are the new so-called Mythic Rares—which tend to not only be powerful, but for the tournament-worthy ones, very costly to buy. It used to be you needed to dig back into Arabian Nights for an $80 card, but say hello to Jace... Indeed, over time, rare cards have gotten increasingly more expensive, and decks have required increasingly more rare cards. The net result of the new rarity being introduced and more rare cards being required per deck is the inflation of the cost of decks in the standard format from about $200 to up to $600-800 at times.
Immediately prior to the introduction of mythic rares, the last two blocks had contained unusually large numbers of cards; they released an extra summer set, and stuck a bunch of extra cards into the set. They then claimed when they released Mythic Rares, that they were only as uncommon as rares had previously been... ignoring the fact that the last two sets were very unusual in this regard themselves, and that even then, it was still Blatant Lies - previously big set rares had been 1/80, and small set rares 1/55, while now mythic rares were now 1/121 in large sets and 1/80 in small sets. Indeed, they simultaneously made yet another change, wherein the core sets had new cards created for them (rather than bringing back existing cards from previous sets, which would have a lower price because there was already a pool of those cards in circulation), meaning that every year they were actually introducing as many rare cards as they had been previously, and of course adding mythic rares in on top of that.
There has been at least an effort on their part to make Mythic rarity not as game-breaking as in other card games. While about half of all Mythic cards printed are great for EDH and even Standard formats, most are Awesome, but Impractical for Modern, Legacy, and Vintage. Instead, the bulk of powerhouse cards for these formats are either Rare or Uncommon; under their new set designs, as well, Rare cards are much more common than they used to be (and it shows - an example would be the card Thoughtseize, an eternal staple of any deck running Black in Legacy: at the time of Theros's printing, the original, harder-to-find version of Thoughtseize from Lorwyn was about $40, while the new version printed in Theros was $20). Even of those Mythics worth playing in Legacy, most don't top the $50 mark, with only 2 particular Mythic cards being worth over $100 (Tarmagoyf from Modern Masters and Jace the Mind Sculptor).
Averted by the Star Wars Customizable Card Game, which managed to work Screw the Money, I Have Rules!into the rules. Many conflicts in the game are resolved by chance, but instead of rolling dice you draw the top card of your deck and check its "Destiny" value, which goes from 0 to 7. This was supposed to reflect how the Force in Star Wars is often with the underdog: cards which were rare, powerful and expensive had low Destiny, whereas the common and sucky ones had high values. Thus, players with cheaper cards get more luck. In the end, it actually didn't work, but it was still a nice try.
Yu-Gi-Oh! is a major offender (yet not at Munchkin levels), although for very different reasons. UDE has an annoying habit of increasing the number and rarity of cards in the expansion sets before releasing them, as well as making it easy for retailers to pluck those cards out and sell them as singles. The only people able to get the better cards are either rich enough to buy them from the retailer, at high prices; buy whole boxes, at high prices; or have the luck to find an honest retailer.
Ever since UDE was dropped as a distributor in the West, Konami has continued the practice, but toned down the blatant practice slightly. Their rarities get shuffled, but at most a card doesn't go higher than Ultra Rare (compared to UDE's 'powerful card=highest rarity possible' tactic). The more useful cards get bumped down a bit, like Blackwing - Sirocco of the Dawn, a cornerstone piece in a Blackwing Deck, one very powerful deckstype, is a Common in US, compared to the Japanese Super Rare.
For a very blatant example of UDE's tactic: Dark Armed Dragon is in the U.S. Secret Rare (one per BOX maximum chance, and a box is around 30 9-card packs) while the Japanese version is a Rare (second lowest in rarity) and can be found in one of every 5 5-card packs). It is a very common joke for a Japanese/non-US player to stumble upon an American bidding of the card and go, "80USD for a rare?!"
Also, the US tend to release TCG exclusive cards that can ONLY be found in the US version pack, with the minimum rarity of it an Ultra Rare (3 Ultra Rares per Box). In retaliation of this, the OCG (Japanese/Asian base) also create exclusives but make them a 100% guaranteed pick from boosters (usually dedicated packs costing double the regular price of a booster), but also reprint TCG exclusives and make them dirt-cheap commons at worst or Super Rare (a rarity level below Ultra) at best.
Cyber-Stein. Dear god, Cyber-Stein. When it was first released in the TCG, it was exclusively a tournament prize, and only a rare few were handed out. This, combined with a fairly good effect that makes one turn kills extremely easily, meant that the one eBay auction that sold this card saw a bid of 20,000$ USD. (The bidder welshed, however, and the card was later sold for 7,000$.) Fortunately, the card saw a proper public release... way back in 2005, and hasn't had an appearance since. The OCG Cyber-Stein does not share the same problem, however, as it has appeared in a handful of sets, especially two structure deck appearances, meaning that the card is quite easy to come by.
The Illuminati: New World Order SubGenius set has a card with a special ability that is activated by sending one dollar to the SubGenius Foundation. The card suggests that the other players require the user to actually mail the dollar.
You can play Alteil for free forever, getting all cards, even. Just don't expect to expand your deck as quickly as those who are willing to dish out dough. Oh, and there are also some cool customization stuff you can get with cash, but it is entirely optional.
Like Alteil, Shadow Era is a completely free, cross-platform CCG. Players who don't pay aren't limited by what they can get, only by how long it will take to get it.
The Pokémon Trading Card Game, as of the Pokémon Black and White sets, has increased the rarity of the most powerful cards. This is a bane for not only players looking for some of these specific cards, but for collectors, as the quantity of these cards have increased too, requiring the spending of 3 to 4 times as much money to obtain a complete set than before.
The Pokémon Trading Card Game has tipped on its head now that 3 of the most powerful Pokémon cards, namely Darkrai EX, Mewtwo EX, and Rayquaza EX, of which all three have been proven to be strong cards (and in some cases, game breaking), having a copy of one of these cards sold in a tin, which would normally cost $40 online is now UNDER $30 with 4 BOOSTER PACKS.
There was a company which hired temporary workers by paying them in NERO experience points instead of dollars. They had to stop when someone pointed out that they were paying them the equivalent of 67c per hour, which is far below the legal minimum wage. And yet, some of the players preferred this to getting real money!
The parodic roleplaying game Violence: the Role-Playing Game of Egregious and Repulsive Bloodshed allows a player to improve his character's stats by paying the Game Master, or by sending money to the game's author.
While the company mostly averts this trope by making everything equally outrageously expensive, on average each faction will have at least one figurine that is only available in "Fine-Cast" resin. Eldar Wraithguard or Dark Eldar Beastmaster. One player calculated you would have to pay an excess of $400 for the points equivalent of a 75 dollar tank of another faction, if you decided to buy the GW versions of the beasts and the beastmaster — which you will have to do if you wish to play with them during a tournament, as non-Games Workshop models are officially prohibited during tournaments.
The company also inverts it several times by not releasing models for certain units or characters that have rules, meaning depending on how creative you can get with your materials, you can either spend an outrageous amount or just use whatever spare parts are left over from your other units to make them. Again with the Dark Eldar, Duke Sliscus, Baron Sathonyx and Lady Malys are considered some of the more useful commanders for your force either because of their relative point costs, force multiplier abilities, special rules (especially in the case of the Baron) and any combination thereof. The three have no official models and most people would be content with you fielding a somewhat modified Dark Eldar Kabalite Warrior for the Duke, a modified Hellion for the Baron (neither of which need any parts from outside their own box sets, since there's a lot of customization parts) or using one of the cheaper "court" characters for Malys. Of course, this hasn't stopped people from going as far as to make their own sculpts, or ordering from specialty sites with characters that resemble the Dark Eldar, but are from completely different lines.
One of the increasingly unsavory tactics of late is Games Workshop creating insanely powerful rules for newly introduced units while nerfing old staples. The most infamous case of this was with the Carnifex and the Trygon; during the 4th edition codex, even an interview with the developers lampshaded how they specifically developed the Carnifex set because every single Nid player loved the fex, and anyone worth their salt would have at least one already before the release of the codex. In 5th Edition, the Carnifex was marginalized for the new Trygon model, which was vastly superior point-for-point (the Carnifex also lost half of its upgrades and became twice as expensive in points despite not gaining anything).
Tracy Hickman, fantasy author and Dragonlance co-creator, often ran a "Killer Breakfast" joke role-playing event at conventions. Attendees would buy tickets for a chance to play pre-generated characters whom Mr. Hickman would kill out of the game as quickly as Rule of Funny allowed. Blatantly bribing him with snack food was often the best way to deflect his lethal attention to somebody else's character.
Hero Clix generally dodges this (exempting the possible third-party purchase of single pieces). While certain large characters are sold in blister packs and clearly marked, they usually fail to be strong pieces in competitive play. Many are models of Giant Mook characters to make this clear. Likewise, fast forces (per-made blister packs of 6 characters) are actually pretty solid in game terms, but are rarely competitively viable as a whole. Colossal boosters contain gigantic pieces representing the largest characters in a given setting but are generally too point-intensive to be competitive either.
Scrabble For Cheaters does this in a tongue-in-cheek way. You can buy the ability to play proper nouns, add 10 points to any tile, or even make up entirely new words for a *cough* modest fee ($50 - $500 per use.) However, the tournament where this is taking place is a non-profit tutoring center, and all proceeds (i.e.: Scrabble-bribes) go to keeping it running.
The short-lived Fistful of Aliens toy/game line a fairly simple system: you would buy packs of aliens where the types were visible but their power levels (for tiebreakers between two aliens of the same breed) were not, plus a concealed "mutant" that combined two types and fought normally against those, would have a power level high enough to hammer any non-mutant, and instantly killed the third type; your lineup was typically limited to six standard aliens and one mutant. Now, sometimes in these packs you would find a Rare Alien Metallic Mutant that would kill all of the above, but that's not the real demonstration of this trope. No, that would be Jangutz Khan, the Big Bad. Rules-wise, he instantly defeated virtually anything except himself or a SciRoid, but also allowed players to field an entire team of mutants. He could never be found in random packs; you actually had to order him, and he would go so far as to come with a T-shirt! You could also only get the only enemies he couldn't instantly defeat by purchasing the SciRoid Battleship set. It's probably not surprising that the line only lasted two "seasons" before quietly disappearing.
Products such as "gaming mice" and "gaming keyboards" are designed with extra buttons to make games easier. For instance, high end mice have buttons to slow the mouse down, which makes it much easier to get head shots, or customizable hot keys you can set to do certain things. Normally to change weapons or take cover you'd need to take your left hand off the WASD keys, or your right of the mouse, so you can either move or aim while you do it, but not both. But if you've got a $200 mouse, you can do it with the flick of your thumb, saving precious microseconds.
Even hardware in general can fall under this category. Having a good PC can improve a game's performance by leaps and bounds, allowing for lagless gameplay and better frames per second, which can be a huge advantage in certain kinds of games especially shooters.
One of the earliest forms of this trope was arcade games in the late 1980s. Arcade cabinet manufacturers quickly found out that players would be wiling to pony up more quarters or tokens if the game gave them the option to continue, or try again once they lost. Many games were built around this idea: could you conceivably win Konami's Teenage Mutant Ninja Turtles or Capcom's Final Fight with just one credit?
Tiny Tower has Tower Bux, which while you can get naturally during the course of a game, are few and far in between. Bux can be used to buy money, speed up construction, and generally just make your life easier.
Forza Motorsport has an in-game example, the Hired Driver in 3 and 4. For a mere 50% of your winnings (easily negated by disabling driver aids and increasing the AI's difficulty), he'll almost guarantee a win in any race on any difficulty. The Hired Driver basically drives like The Stig.
Forza 3 had the Game Breaker Porsche 550, which thoroughly dominated almost every leaderboard. It was part of one of the $5 DLC packages.
Real Life example; it's not exactly known what Turn 10 did to get Porsche back, but it's a general assumption they paid EA a huge sack of money.
It has also become the main method of may Allegedly Free Apps, also known as "Freemium" Apps for smart phones, where one can buy special in-game currency with real money that can perform special actions or unlock new items or characters. You are expected to bribe your way to victory in this case. The fact that many of these games target young children has brought the business model under legal scrutiny.
In Test Drive Unlimited 2, preordering the game from Walmart gives you the most powerful car in the game, the Bugatti Veyron Super Sport, which blows all the other cars away in the majority of competitions, until eventually, some of the non-preorder cars were buffed to make them competitive.
Magic: The Gathering: Duels of the Planeswalkers and its subsequent xpacs each contain numerous decks and cards that can be unlocked through play. Each deck can be unlocked through playing the campaign, and each deck, including the starting decks, have between 15 and 25 additional cards that really must be unlocked in order for the deck to actually be competitive in online multiplayer play. Each win with each unlocked deck unlocks... one card. So, you either need you endlessly grind the campaign with each and every single deck, or you could pay a buck for a full deck unlock.
At least until the addition of the Global Trade Station in Gen. IV. You can trade for any Pokémon you've seen before. Gen. V also added GTS Negotiations, where you can negotiate with others for any Pokémon.
Madden NFL 10, at least for the PlayStation 3, has gone absolutely insane with it. It's bad enough that they expect you to shell out ten dollars to purchase an "AFC LEGACY PACK" that's just a few different costumes and stadiums that in all honesty should have just come with the game in retail (and probably technically did). But for the first time, inputting cheat codes for the single player games isn't a matter of using 'cards' awarded in game for good play, but rather purchasing the use of those cheat codes online in the PlayStation Store. Not to mention the new "Madden Ultimate Online" mode, which is like any other online mode, but with the added fun of shelling out $5 a pack for 11 cards, and needing a deck of 100 cards to play. Oh, and those cards you just paid real life money for? They disappear from your account forever after playing enough online games with them (usually around 6), forcing you to buy more packs.
Madden's college counterpart, NCAA 10, is slightly less insane about it. You can pay for dynasty accelerators, such as recruiting reports (they give you a leg up in recruiting new players) and a 'Toughest Places to Play' boost (it bumps your stadium higher on the list of toughest stadiums to play in, which rattles visiting teams). Quite a lot of people don't bother with the accelerators because they're unnecessary. There was a lot of controversy over players using the accelerators in Online Dynasty, which gave them an advantage over the other OD players.
Weapons randomly drop in the game, if you really want a specific weapon you can pay for it, but if you don't want you can just wait for it, or craft the weapon yourself, or trade for it with other players.
There are very rare weapons that are available in promotions or events, but those are just reskins (Different model, same functionality) of common weapons.
With two exceptions, all weapons in the game aren't meant to be better or worse than other weapons, just different so you can play fine with your stock weapons.
There are the crates, that can only be opened with keys that can only be bought with real money, but the items inside the crates don't affect gameplay, like cosmetics or weapons with counters, and you can trade the keys with other players.
In the Mann vs. Machine mode, there's the Mann Up mode in which you buy tickets with money to play in special servers, the only major differences between the free mode and the paid mode is that in the paid mode you get some items and the exclusive items don't affect gameplay and there are badges that track your progress in these servers.
With a few exceptions extra weapons usually come with drawbacks to keep them balanced. Some are simply passive items or buffs that replace what would generally be a side weapon (for example: Demoknights). This keeps stock weapons very attractive because they come without any drawbacks.
The prior existing examples of this trope were a group of items with a Set Bonus—the problem being that these sets demanded that the player also have a rarely dropped (or more readily purchased) hat included to get the effect. Some of these effects proved quite useful, such as immunity to death by headshot for the Sniper, or the ability to decloak with near perfect silence for the Spy. Other subsequent sets were included, but omitted the need to wear an associated hat as well as reduced the significance of the bonuses granted. Valve saw both the player backlash against the concept and the gameplay imbalances caused by the item sets, which finally resulted in all item sets having their gameplay bonuses removed in the July 2013 patch, placing less-powerful equivalents of the removed bonuses onto individual items that did not need to be in a set to function.
In the free MUD Achaea, players can use "credits" to purchase skill bonuses and powerful magic items, or sell them for gold. Credits can be bought with game currency ("gold sovereigns") from people doing the latter, or (much more quickly and easily) with real money. Actually, the company that makes it, Iron Realms Entertainment, is a major fan of this trope, having it put into place on all their MUDs as well as the upcoming MMORPG Earth Eternal.
In fact, this is so powerful it's almost a game breaker - the different factions all have pretty standard rules on how high any particular guild skill can be while at any particular guild level, to stop people just buying complete mastery of every skill practically the moment they join a guild. You can also effectively convert credits into cold hard (in-game) cash, therefore making it quite easy to have a completely maxed out character with nothing but the best equipment for practically zero effort and little expenditure.
The online golf game Pangya (formerly Albatross18) has two kinds of stat-boosting items: Pang items, which you pay for using the in-game currency that you earn by playing golf, and Cookie items, which you pay for with real money. The incentive? The better Pang items frequently have limiters of the form "you must be over a certain rank to use this item", meaning that you have to have a lot of XP as well as Pang to get them.
Atlantica Online, like many other free to play MMO's, makes its money by means of an Item Mall, where various items can be bought for real cash, such as the Blessing Potion (which makes the players group much stronger for a limited time), Mounts (faster movement and other boni) or certain valuable items that can also be gotten ingame. All these items can also be traded with other players, allowing customers to make ingame money for real money as well, provided they can find someone rich enough. Some items are also occasionally given away for free or can be found during seasonal events.
Burnout Paradise has a variety of downloadable content, the majority of which is new vehicles. One pair of cars, sold as the Boost Specials pack, have clear "you bought it, you win" traits. The Carson Extreme Hotrod is one of the fastest, if not THE fastest car in the game, and uses a special Locked Boost where you can boost any time after the gauge is half-full, and you never stop boosting until you slam on the brakes, spin out or crash. The Montgomery Hawker Mech can switch between all three standard boost modes- Aggression (Takedowns extend the gauge, aggressive driving fills it up quicker), Speed (Can only boost at full power, but using it all in one go causes a Burnout which refills it, and you can chain Burnouts to keep boosting), and Stunt (Stunts and tricks fill up the gauge faster).
There's also the "Legendary Cars" pack, which includes homages to 4 classic movie/TV cars. The homage to KITT (sadly, the modern KITT, not the old one), called the Nighthawk GT, is among the fastest cars in the game, handles very well, and has a maxed strength rating. To top it off, however, when boosting, the car deploys a spoiler, making it handle better than it did before boosting.
It goes without saying that the Nighthawk GT and the Carson Extreme did indeed turn out to be the best cars, and of course they aren't in the same pack. The third car that was competitive with both, the last car in the regular game (a police interceptor edition of a F1 car) was, of course, nerfed too.
Played dead straight with the Timesaver pack, which will unlock every car in the game as soon as you download it.
In the first Dead Space, it's possible to download one of several DLC suits (some of which come with extra weapon skins). While most of them (the Elite and Obsidian) only provided marginal defense, ponying up $4 could either get you the Scorpion Suit (which included three upgraded weapons that fired faster than their original variants) or the Advanced Unitology Suit (which has double the damage resistance of the Scorpion, making it the best protection in the game, plus three upgraded weapons that dealt more damage). Disc One Nuke and Game Breaker doesn't begin to describe it.
In Dead Space 2, you can buy one of several DLC packs (including any one of nine different suits) that give you small bonuses (5-10% increases to either damage, reload or firing speed). Interestingly, the developers seemed to have learned their lesson from the previous game, because almost all of these suits only give you a small advantage compared to their DLC predecessors.
Dead Space 3 allows for some microtransactions when crafting weapons. Don't have enough scrap metal for that new gun? You can buy some using real world cash.
In the NCSoft MMORPG Dungeon Runners, the game itself is free to play. However, if you want item storage, stackable recovery items (potions), or indeed to be able to use any item above the green (2nd tier) quality level - then you have to pay for a subscription. There's also talk about some items being buyable with real money. Two of their rewer releases, Exteel and Aion, have similar things in the works.
Several "plug-ins" available for The Elder Scrolls IV: Oblivion add additional content. "Unfortunately", some of this content is heavily unbalanced and introduces some Game Breaker capabilities to even the lowest of levels (including a dagger that has the chance of a One-Hit Kill). Most of the material was later included in the Expansion PackKnights of the Nine.
The dagger (Mehrunes' Razor) isn't as powerful as a custom weapon and/or spells a player can create in the game itself. And the free Oblivion Construction set allows players to create their own plugins containing powerful weapons and/or spells, meaning this trope is subverted.
However, quite a few players still pay real money, but no where near as much as the above example.
For those who don't know eRepublik: There are national currencies, and there's Gold. You need Gold for everything good (but not basic needs). You can get it in-game in several ways, but you can also buy it for very real money. However, you can only buy gold with cash once per week (and up to a certain amount).
Cyber Nations lets players get free tech levels, infrastructure, land, and in-game cash in exchange for donations, but limits players to one donation per month. It's not essential, but it can lead to a nice boost in tax collections if timed right.
Space MMORPG EVE Online quickly became tired of Real Money Trading. The Solution? For 15 bucks, you can buy a Game Time Card and "sell" it for in-game money through a system EVE's developers put in themselves. Conversely, if one generates enough in-game currency then one can pay for their subscription entirely in-game without spending a single real-world penny.
Eve also has an interesting subversion: It's perfectly acceptable to buy a character from another player using in-game currency. Either the buyer already earned it the hard way by grinding, or they don't have the metagame experience and will quickly get themselves blown up. Potentially losing thousands of RealLife dollars/euros/etc. in the process.
Because Eve Online's time cards (PLEXes) are 'real' items within the game, it's possible to lose them, or have them stolen, if you're not careful. Thus was the horror of a player who lost $1,295 worth of them - to a pirate who blew them up.For the Evulz, indeed.
Final Fantasy XI. The Fan Fest convention has always had in-game items handed out to players who paid the ticket price and attended (or a while back, just pay the ticket price, and get the item code mailed, but this was stopped since too many people bought tickets and never showed up), the server transfers for characters, and they have been selling real-life accessories with codes for in-game items. The usefulness of the items is nifty at best, since most of them can only be used every few days, and it's no Game Breaker. Considering the SE Tax, however, you'd think it would be. Still, if you wanna have any moogle-themed gear...
Also, the equipment you can get at the end of the "add-on scenarios," which each cost $10 and provide "content" (mostly involving lazy fetch quests) you can beat in a matter of hours, can be augmented with a wide variety of customized stats, including some variations you physically cannot get any other way. The first gear released this way was blatantly overpowered (in some cases eclipsing gear it takes some players over a year to get), but it got increasingly toned down in the next two. Sadly, the add-on scenarios didn't get any more fun as a result of this.
Forum Warz has various "Illegal Game Enhancements" that give you a ton of forum visits, a lot of cash, or an insta-kill ability. However, this completely disables all the multiplayer functions unless you pay for another enhancement to remove it.
Games published by the Simutronics Corporation, its flagship game being the MUD Gem Stone IV, offer a "premium" membership for an extra $10 on top of the $15 a month membership fee. This membership offers access to a few otherwise off-limits areas, the ability to create several extra characters on the same account rather than just one, early access to in-game events, and the ability to type more than one line ahead (no, really). That last one, to the company's credit, isn't really an issue anymore, as the game normally registers commands so fast that you can't tell the difference.
They also offer a so-called "platinum" service which offers all that, plus the ability to play on a different server away from all the riff-raff for an extra $40 or so a month.
In the Xbox 360 version of The Godfather: The Game, players have the option of buying weapons and upgrades off of the Xbox Live Marketplace.
So you're a Guild Wars player and you want more character slots to experiment with? Buy them from the in-game store. Want to PvP without spending fruitless hours playing the PvE game to unlock various skills, weapons, and armour? Buy PvP unlock packs from the in-game store. It may not have been the first game on the market to do this, but it sure as hell made it a lot easier to do so.
Also, in Guild Wars, preordering the game or any of the expansions would give the player a special weapon. This weapon usually would be useful well into the middle of the game, and even afterward, could make a good backup. Seeing as how which bonus you'd get depended on where you preordered, this meant most players, if they had any, had one item. There wasn't anything stopping someone from going and getting a second preorder at another store, however, and thus massing more items. The preorder items could also be recalled at any time if they were trashed. The only downside was that they couldn't be traded, as they were customized.
Gunbound allowed its members to purchase exclusive weapons to be used in battles. Every last one of which was a blatant Game Breaker. Mixed in with the fact that there was no way for the mod to stop them from being used, this is accepted as the reason for Gunbound's death.
The free web-based MMORPGKingdom of Loathing allows one to "donate" for Mr. Accessories, powerful equipment in their own right, which one can trade at "Mr. Store" to get the Item Of The Month. While there is a "Hardcore mode" where one cannot access equipment bought this way, a familiar or a skill purchased can still be used. This has resulted in quite a bit of debate among players (as well as a meme, "X makes hardcore easier!"). These items, however, are fully tradeable, so they can be acquired without donating. Furthermore, "Bad Moon" and certain challenge runs eliminate the familiar or skill advantage to varying degrees.
You also have to level up your familiar to make them worth using, which takes time and any item that's dropped by the familiar is dropped so often it's easy for people with lower budgets to buy the items from the mall. So purchasable familiars that unlock content are really there for making money and showing off.
Players making an honest attempt at a competitive Speed Run will sometimes donate $20 or $30 to gain a few copies of an item that dramatically improves item drops, though at this point there are enough better items out there which occupy the same slot that this strategy is generally considered obsolete.
You can also sell it at the Mall for several million meat, as well as trade it for custom avatars and titles.
Speedruns are becoming more and more reliant on purchased extras, so it's really bribing your way to a quicker victory. Because ascension play is a single-player experience, improved leaderboard competitiveness does nothing to enhance gameplay, and it could be argued it does the opposite: speedruns skip a vast portion of game content to repetitively pursue a narrowing list of chores that becomes so tedious and stale that most prefer to let scripts automate the 'gameplay'. Aren't we having fun now?
Mabinogi, as is typical for a Korean MMORPG, has a good deal of this. Originally starting as an Allegedly Free Game by restricting storyline quests, Empathic Weapons, character rebirth (a vital game mechanic), and certain other content to paid subscribers only; the "Pioneers of Iria" expansion released all content to free players, including empathic weapons and free character rebirth. Despite this, there remain a considerable number of game-enhancing features that are only available in the premium cash shop, or to premium subscribers.
Prior to "Pioneers of Iria", free players were limited to a single character. With "Iria", they can have a total of 3 characters, one of each race (provided they create a Human character first, and obtain the other two through a simple in-game process). Additional characters are available via buying additional character-slot "cards". While this does not necessarily provide an advantage to game play as such; having additional characters, commonly known as "mules", available for storage is highly beneficial. Especially when working on crafting and other item-intensive "life skills".
Pets, only available as a premium purchase, are also a extremely useful. Not only do they provide multiple combat support functions, but all pets have some level of storage capacity. Many have other special features such as providing transportation (mounts); easier access to crafting items, which can be difficult or time-consuming to obtain via free sources; and aquisition of random, potentially valuable, items. There are even multiple combat techniques which rely entirely on the use of pets.
Many equips and crafting resources are available by buying "gachapons", random items selected from a particular pool. While some of the equips are only available this way, there are none that are superior to those obtainable in-game; and all crafting resources are obtainable in-game. However, most of these involve a considerable amount of effort and difficulty to obtain; so buying them via gachapons can greatly aid the player.
A number of other game-enhancing products are only available as paid premium. These include items which increase the rates of experience point gain and monster drops, various types of resurrection aids, temporary stat alteration, equipment protection, and more.
In the long-since-defunct MUD MUDgik, players could earn "orrins" either by direct payment or by visiting a page full of banner ads and clicking them to generate ad revenue. Orrins were the only way to maximize stats while staying at level one, which was essential to maximize character growth when leveling up (and was the only way to be taken seriously as a player).
To unlock cars early in Need for Speed: Carbon, Pro Street or Undercover, buy them for real money on XBox Live or PSN store.
Purchasing the limited edition of Neverwinter Nights 2 scored you the "Blessed of Waukeen" feat, which gave all your saving throws +1, and gave you the ability to buy special weapons and armor from certain merchants. Eventually, a patch made this feat available in the regular game as well.
However, the special gear is somewhat on the same level as gear available from other vendors when it is possible to purchase it, in addition to the pricing being almost comparable to the prestige class-exclusive equipment (which could range from moderately expensive to almost two whole acts worth of gold).
Lampshaded in a roundabout way. Waukeen is the Forgotten Realms goddess of trade and wealth. You paid an extra $10 for this feat and it's calling you a rich bastard.
Project Torque, a free Massive Multiplayer Online Racing Game, revolves around racing with fantasy cars - unless the player purchases (or wins via community events) a certain number of AP (special in-game currency, the normal currency being RP, or "Reward Points"), which allows him to purchase exclusive extras like longer lasting nitros, double XP or double Reward Points alongside with real life cars. The kicker? Items that can actually help a player during a race and car upgrades can be purchased anyway without using AP, and the real life cars are not better in anyway than their "free" counterparts - in some case being worse, forcing the player to spend more hours grinding in order to get extra upgrades to match their "free" opponent.
Sven Coop, a mod for Half-Life, allows people to "donate" money to its creators for permanent weapon enhancements — namely, their Uzis do double damage, and they can use armor to boost the damage on their melee weapon.
A trend in online games such as AdventureQuest and Race War Kingdoms is to have some content that is accessible for free, but then to have power upgrades and additional content accessible only for a price. The Trope: Allegedly Free Game
But this practice is much older than MMORPGs. In the early nineties (i.e. before the proliferation of the innerwebs), shareware producers for the PC (in particular, Apogee) used to sell you the cheat codes for their games. While not necessarily called "cheat codes", anything that provides infinite lives or invulnerability... well...
Tetris Online Japan. You use TP to increase your stats, which affect how many piece previews you can see, how fast pieces move across the field when you hold left or right, the speed of the line clear animation, and so on. The higher the stat, the faster you can play. Of course, this can give quite an advantage. TP is earned by playing and winning games, at 10-34 TP per game depending on performance. It also takes a total of 9,700 TP to max out each stat of the 5 stats. But for 105 yen each, you can buy a "Point Scratch" that gives a random amount from 500-10,000 TP when used. "Premium" version subscribers paying 315 yen a month get another 300 TP per month.
And it just got even worse. They nerfed the TP gains for non-subscribers to is 1-11 TP per game. Meanwhile, premium subscribers get 1,000 TP a month. The official message explaining this said it was for "balance" purposes. The only balancing going on there is in their checkbooks.
And now the US version, Tetris Friends, has a similar deal. The "Tuning Style" (i.e. non-cosmetic) upgrades can be bought with Tokens (earned from playing, like TP) or Rubies (bought with cash, or through TrialPay). For an idea of the amount of grind needed, fully upgrading everything requires 210,000 Tokens, when it's rare to see 100 Tokens awarded for a single game. Or you can pay for about 7 bucks worth of Rubies.
Tetris Friends then proceeded to add items which allow players to artificially inflate their Arena skill rating points. For about a dollar per day, you can double your increase in rating points for wins, or you can buy "Armor" to absorb your rating points losses for about $2.50 per 1,000 points (with the scale going from 0 to 19,999). And you can have both active simultaneously. As a result, the entire Top 100 leaderboard is tied for first place at the rating cap of 19,999. Arpad Elo must be rolling in his grave.
Probably the single biggest example would be Zhengtu Online, a Chinese MMORPG deliberately designed from the ground up for gold buyers. The game physically blocks you from advancing without buying experience and items for real world money. See this article for how blatantly the game nickels and dimes its players. Oh, and it's the single most popular game in China by a long shot...
Combat Arms has a lot of equipment that can only be bought, or more often, rented, with real money. Earlier in the game's history, the items you could buy were either purely cosmetic or very slightly better than the weapons rentable with game currency. But they are drawing nearer to Game Breaker status with every new addition as the developers attempt to lure more players into Bribing Their Way To Victory.
Older Than They Think: The arcade version of Double Dragon 3 featured item shops where you could purchase power-ups literally (i.e. by inserting more credits into the cabinet). Each power-up costs at least one credit each, the same price you would usually pay to continue after a Game Over (depending on the game's settings). The available items include other playable characters that replaces your current fighter after he dies, two extra techniques (a cyclone spin kick and an overhead attack), a max health extension, weapons, and an increase in attack speed. As if that wasn't enough, your backup fighters can only inherit the extra moves from previous characters, since they start off with the default max health and attack speed, and only the Lee brothers (the default fighters) can use weapons. And if all your backup fighters die and you decide to continue, you will lose your extra techniques as well.
In the arcade version of Gauntlet, you can buy extra health by inserting more tokens. A test in MAME revealed that if you had enough tokens, you could buy over 100,000 health, even though your health counter only shows the last five digits.
However, if you tried this your score would be divided by the number of credits, so this didn't actually let you do better in the game as far as score was concerned, and could even hurt.
The 'real time tactics simulation' game Navy Field can be played for free. However paying for a 'gold' account gives you double experience points from battles and you can buy special (aka game breaking) ships and weapons using real money. Ironically this doesn't always help as certain groups of free players will specifically target premium ships.
The disparity in terms of playability between those who pay and those who do not is so great, that this may even belong under "Allegedly Free Game." As if more evidence was needed, I suppose you could argue that non-paying players are limited in the amount of the game they are allowed to see, since they are generally denied their rights. In disputes, the mods and GMs are INFAMOUS for almost always siding with the player that pays more. Hell, it's called $DE for a reason.
Battle Stations allows the player to buy rare items, which usually require a lot of luck-based exploring or questing to acquire. There are, however, three items for sale which cannot be found via exploration. These items can be traded on the ingame auction, though, so a wealthy character could try and get them there instead.
Also in the cash shop are Action Point packages, allowing the player to gain more Ap than the regular Ap regeneration provides.
The free, browser-based Star Pirates (and Spy Battle from same Creators) lets you subscribe to recharge stats and progress half again as fast, buy points that let you take certain actions again, and buy items that let you train abilities quicker. Both Points and items needed for quicker training can be found by playing normally
Gaia Online features two currencies: Gold (generated in game), and Cash (purchased with real money). Three stores (La Victoire, Back Alley Bargains, and Phin Phang) only accept Cash. La Victoire sells exclusive items with spectacular poses, Back Alley Bargains sells powerups for use in zOMG, and Phin Phang sells fish for your aquarium. With the exception of the zOMG Powerups (which can still rarely be obtained through gameplay, and aren't needed to begin with) all items can be purchased with gold. Buying and selling items from La Victoire, which are inherently more valuable than anything that can be bought with Gold, is one of the best ways to make gold. Not as bad as people seem to think, since you can earn Gaia Cash by doing sponsor activities, such as watching videos or taking quizzes, which can quickly add up allowing you to buy anything from cash exclusive shops you want.
For that matter, almost since Gaia started there have been monthly donations which yielded, for a while, incredibly rare items such as the Halo, of which only a few dozen exist. Eventually people wised up and started mass donations, bringing the rarity and price of newer items very low.
Most, if not all of the fish for the Gaia Aquarium could only be acquired with Cash and "died" after a certain amount of time. As a result, most fish were very expensive on the Market Place. After a few years, Gaia gave in to user request and made several fish in Phin Phang available for gold, at low prices, to boot. Some fish are still cash-only in the store, and must be bought on the MP if one wishes to buy it with gold.
Want real evidence that Gaia's in it for the Money, Dear Boy? The MTV sponsor shop has three items being sold Cash-Only. That's right, kids, you're paying real money for an advertisement.
After they started the Cash Shop (La Victoire), 90% of the new items were released in said store, with the regular stores (where you used gold to buy stuff) hardly being updated anymore and the only way to get a decent item is to spend ungodly amounts of gold on the user-run marketplace (if you dont want to pay cash for it). They also only keep certain items on the Cash Shop for a certain amount time, at which point, the only way to get it is to buy it on the marketplace. See that shiny new sword you think would look great? Well its $50.99 at La Victoire but 1.9 quintillion gold on the marketplace. Good luck.
There are the RIGs (Random Item Generators), which are cash items that give you a random item, usually through some kind of cute minigame. Many of the top drops from those are just recolors of past popular items, and although there are often unique items among the (often extremely difficult to achieve) victory rewards, there's a MUCH greater chance of failing. The fail-drops are usually so worthless in the MP that it's better to just sell the item back to Gaia for half of its imaginary "store cost", usually less than 10% of what it costs to buy the RIG from the marketplace.
2013 saw the addition of a new Gaia Cash-only shop, Club Verge, that regularly sells popular cash shop items that are no longer available for ridiculous prices (anywhere from $35 to OVER $100 for just one item!), in addition to requiring a user to buy $100 worth of Gaia Cash in one year in order to even access the store!
Ever since the Cash Shop came out, Gaia has made at least one update to the gold shops every month. Around the end of 2013, Gaia started to emphasize the creation of Cash Shop items over almost everything else on the site; since the CS items are being churned out in exponentially larger numbers every month, the sheer number of them in circulation has dwarfed the number of the cheaper, gold shop items in existence.
The advent of Gold Generators, Cash Shop RIGs that spit out large quantities of Gaia Gold, has caused all items on the Marketplace to inflate to astronomical levels, which vastly reduced the worth of Gaia Gold in the process. Gaia likes to frequently release new Gold Generators, each one having a larger payout than the last, making traditional methods of earning gold (namely, by playing Gaia's games) fairly obsolete. It's very daunting for newcomers, who will either have to settle for the limited options in the Gold Shops or obtain Cash to afford most of the items on the Marketplace.
Playfish games also have separate coins (generated in-game) and cash (real money) counters. One of their games, Pet Society, is now an Allegedly Free Game.
Another Playfish game, Restaurant City, had its players up in arms over a set of limited edition recipes. Players could unlock a karaoke bar and upgrades for it by mastering these recipes within a certain number of days before they became Lost Forever. However, they came in a certain order, and you weren't allowed to start leveling up a recipe until you had mastered the ones that came before it. To make things worse, several of them required large quantities of some of the rarest ingredients in the game. It was incredibly difficult to obtain these ingredients without buying them with Playfish Cash, something that the players have been very bitter about.
The arcade version of Shadow Dancer encourages the player to continue by offering them an extra power-up.
In OGame, buying Dark Matter allows you to purchase a merchant which you can use to commerce with your resources, as well as minor benefits called Officers. Although these purchases are the game's primary source of income, there are legions of players who viciously hate such offers and deliberately target other players who buy them.
To provide context, during much of the original game's history, money-driven upgrades didn't exist (at most there was a "Commander", but it served only as a help for management as well as for certain tasks — for example, making it possible to send recycler ships to a debris field faster). Gameforge stuck in the new purchases almost the second they bought OGame, leading to an exodus of players and much rage.
The release of 4.0 added a huge array of Dark Matter-purchased items including resource boosters, flat research and build time reducers, the ability to sell ships and defenses back to the game for up to 75% of their base resource cost, and the ability to pay large amounts of dark matter to instantly halve the time of research and production queues; paying this twice instantly completes it, which is a big deal to high-ranking players as research times can become months long. Someone willing to sink massive amounts of cash into the game can now get +40% to the production of every mine they own and instantly complete research projects and build queues. This led to a fairly infamous incident where one player in Universe 35 gained almost 30 million research points the day after 4.0 was published by recycling one of his fleets and pouring the resources into research, which he completed with dark matter. To put that in perspective, the previous #1 researcher only had 16.6 million points in research, and a rank 200 of 5000 account averages about 30 million points total.
OGame's Tenth Anniversary celebration has added Dark Matter-only items that increase the number of building fields on a planet. While you can already do this with Terraformers, the energy cost quickly gets prohibitively high, especially on space-starved homeworlds. The best one, which adds 15 fields to one planet and a near-necessity to have a productive homeworld at high ranks? $30.
Players can acquire the new version 4.0 items (but not officers or commander) through paying with in-game resources. However, this is limited to one per day and the item you get is randomly selected (paying Dark Matter allows you to try up to two new rolls). Also, Dark Matter as well as a merchant can be obtained sending ships in expedition missions. However, you get small quantities of the former, and both appear rarely at random.
The otherwise free online game FarmVille (a Facebook application) allows players to spend real cash on game cash, which comes in the form of both coins and bills. Most items, such as certain buildings, trees or decorations, and nearly all of the animals, can only be purchased with the game's bills, which accumulate very slowly unless you pay real money to get them. Mafia Wars and indeed all the Zynga games also work like this.
This is increasingly common in Facebook games. The game Superhero City offers Merit points which can buy instant recharges to complete tasks, the ability to fight again immediately, loads of in game cash, and at least a few items and powers that can only be bought this way. None of it is necessary, but particularly the exclusive items and powers give you an edge on characters that don't have them. Merit points can be earned by recruiting and completing online surveys but the sheer volume of such activities you must do to get enough Merit Points is a bit prohibitive.
Likewise the highly enjoyable MouseHunt offers special cheese called Super Brie+ in return for donations. SB+ can be used as a special mouse attractant or be smashed into its component Magic Essence to craft special items/more items per attempt. Some of the better traps require SB+ for their construction. SB+ can be sold and bought on the markeplace for fluctuating amounts of in-game currency depending on supply and demand, and can also be won from the game, albeit very rarely.
After an update, players receive 3 Super Brie+ every five days. Although not much, it's more than enough for the player to craft traps and items by the time it's needed if they don't waste it on inferior uses.
Zynga's Words with Friends, a Scrabble knockoff, allows you to pay one dollar (or monetary equivalent) for the computer to automatically generate the highest-scoring play. Note that this is not as big of a Game Breaker as it may seem, as high-scoring plays are likely to open up high-scoring plays for opponents too. It is still a ridiculous and controversial advantage though.
The Asian-themed martial arts game 9Dragons follows a "mostly free" model. The game can be played for free and items earned off the world, but paying money can grant you access to paid-for buffs from special vendors, as well as give you very powerful items and boosts to experience.
Paying is also the only way to get rid of the seizure-inducing, security risk-laden, inappropriate Flash banner ads on top of the game screen. A lot of people quit over that one.
Trinity Universe is a odd one: while it is a standard console jRPG, the player can buy item packs for real money. Those packs consist of skills, weapons, armor, accessories and stat raising items that either aren't obtainable normally or are available only at the end of the game and even then take ludicrous amounts of time to obtain since the materials for the necessary Item Crafting recipes are exceedingly rare. Being available from the start of the game also brings them to effectively Game Breaker ranks.
All of the Disgaea games have an in-universe variant and Lampshade it. You can bribe members of the dark assembly with items in your bag to rule in your favor making bill passing easier. Of course if that doesn't work you can just force them through battle.
BlazBlue: Calamity Trigger lets you pay a small fee to unlock the "Unlimited" forms of some characters, instead of playing for them.
BlazBlue: Continuum Shift is even more blatant about it. There are now 15 Unlimited characters to unlock instead of 4, and unlocking them normally now requires clearing the absurdly hard Score Attack mode instead of the difficulty-selectable Arcade Mode.
Averted in the portable version. You can buy Unlimited characters, skins, announcer voices and an assortment of artwork for P$ (platinum dollars, in-game and in-story currency) which is earned for playing the game. You'll need hundreds of thousands of cash to unlock everything, but it's just a matter of regularly playing. Also, when you buy out the whole gallery, you can still use leftover cash to buy one-time upgrades for the Abyss Mode (starting halfway through the mode with insane stat boosts and Unlimited character? Sure, provided you have enough money).
Dofus is an allegedly free game, allowing you access to a limited area and one dungeon of the game without paying (though you can wander around much of the world, you just can't do much outside of certain areas). Subscriptions, however, also come with prizes. The most interesting of these include special pets (pets are essentially another piece of equipment) that function differently than normal pets, and are slightly better than regularly accesible pets, and two pieces of equipment that allow you to hide what equipment you are wearing (Useful for PvP, as your opponent doesn't know what to expect). The longer subscription you buy, the better your reward, and there is nothing preventing you from buying two-year-long subscriptions at once to get two pets or equipment modifiers. However, the game does include a 3-month waiting period on trading these rewards. Combined with the free to play "version" being little more than a trial account, most people are subscribed and thus most people have at least the two popular subscription pets, and it rarely presents a huge problem.
Busou Shinki: Battle Rondo is already a competitive online game based around a toy line, so naturally, the more figures from the line you have, the better your selection of characters and equipment is. However, Konami decided to be even more greedy about it and use an online cash shop to deal in extremely powerful weapons and equipment that cannot be obtained in any other way. Combine this with the average (Japanese) player's Elite Tweak mentality, and it means only someone who knows EXACTLY what they're doing can use figure-only stuff to win.
League of Legends is a notable aversion. It's free to play in and of itself, but at first, you'll only have access to ten possible characters out of the 100+ available (rotating weekly). You can buy more with points earned by playing games. You can also pay money to unlock more, yes, and real money is also the only way to get skins for them. However, items that actually affect your in-game performance, particularly "runes" that increase your stats, can only be purchased using the earnable points, so there's no way for a player to buy power.
But for those who want to play League of Legends seriously, money does have its advantages. While you can't buy a direct gameplay advantage, you can buy a tactical advantage. With the dozens of champions that are in the game and regular balance changes, some are bound to be better than others at some point, so the more champions you have access to, the better. You can also buy a temporary double IP (in-game currency) boost, which gives you more leniency with choosing whether to invest on a champion or on runes. But the most blatant example are Rune Pages, which gives you the convenience of not having to switch between optimal rune setups every time you want to play a certain champion/role. You either have to spend 2-3 weeks worth of in-game currency or real money to buy a single page. You start out with only two.
The online Mahjong game JanRyuMon gives players a time limit of 5 seconds per turn (which in practice is more like 3 due to the horribly laggy client), but on each turn, players can use a Choukou Ticket to give themselves 15 seconds for that one turn. Choukou Tickets cost 20 yen each (15 or 10 yen if bought in bulk).
Bejeweled Blitz started out with a free one-minute version on Facebook, where you competed against your friends to get the most points. Fine. Then, it added the ability to purchase various power-ups with in-game currency... in practice, the only way to get a relatively decent score is with these power-ups, but everyone gained in-game coins at pretty much the same rate. Fine. Then, they changed the game to let you purchase coins with Facebook credits. There we go.
Wurm Online tries valiantly to avert this, being built almost entirely around Item Crafting and economics. You start off with all the kit you need to begin the process of acquiring weapons, armour, proper tools and even your own house... The incredibly long process of skill grinding in order to make stuff that you can use or turn a profit on, or else working on someone's massive construction project for wages. (Yes, this game faithfully simulates grueling manual labour.) If you haven't got the patience for this then you may be playing the wrong game, but there's an option to convert real-world money to game currency. On the other hand, the free-trial area lets you level up quite a long way and build up as much cash as you like before taking the plunge into the game proper.
Lord of Ultima plays this as straight as can be. Free to play, but one can purchase "diamonds" that in turn allow for the purchase of artifacts that give resources, build-time increases, etc. The game limits how frequently you can use them, though.
Tower Madness is far from the only one in the iPhone App store, and in some ways is a mild case. Others urge you to get more apps from a list, few of which are free, to get game currency. Then there a number that move well into Allegedly Free Game territory.
Com2uS's games, such as Queen's Crown, have an especially exasperating form of bribe. For at least some items, you're required to place a five-star review on the iTunes Store. Yes, you read that correctly—in order to acquire some items, not only do you need to utilize actual cash, you need to help advertise them!
Subverted, since it's wholly possible to give a review other than five stars and still obtain the item. Most people just simply take the safer route and give a five-star rating. It's also possible to change your review after obtaining the reward.
Galaxy Defense on the Android. It starts off innocently enough, but the difficulty curve climbs so fast that soon you're faced with a choice: either give up, or shell out real cash for in-game currency so that you can buy enough upgrades to stand a chance.
The Mighty Eagle in Angry Birds. Send in the eagle to kill every pig instantly! Fortunately, there is a one hour cool down to moderate use.
The Mighty Eagle also unlocks a separate mode of play. You get no points for beating a level with the Might Eagle; instead you get an eagle feather for scoring 100% destruction of the level.
Luna Online follows this trope. The game world is pretty big, making walking painfully slow, but hey! You can buy a time-limited warp scroll at the cash shop! Grinding going a little slowly? Just buy an experience multiplier scroll! Granted, it's completely possible to reach the max level without buying any gPotatoes (the currency you buy with real cash). In fact, a character in June 2010 was featured on the game's website for having done just that (although they did trade in-game gold for the gPs and special items).
Flyff, another game hosted by gPotato, is similar. This is a game that is often described as "Free to play, pay to win." Not only can you get pets, faster flying equipment than what you'd get from the NPC, teleportation scrolls, and Exp. multiplier scrolls from the cash shop, among many other things, you also need CS items to keep your gear from breaking if an attempt to upgrade it past +3 fails. Fortunately, it is possible for players to farm dungeons or box drop events (when there's one running) to make penya (in-game currency), which you can trade for CS items or gpots like in Luna.
S4 League is completely free to play... but, those who are willing to shell out real money get slightly more effective weapons, flashier clothes, and will gain levels faster. They also don't have to worry about buying their weapons with in-game currency which is fairly difficult to acquire. On the other hand, the advantage supplied by the paid-for weapons is fairly minimal, and none of them are unique; they're just optionally reskinned versions of the stuff everyone gets. Likewise, the paid-for clothes just look good, they don't offer any concrete tactical advantages.
Dragon Age: Origins has the Feastday gifts and pranks, paid DLC that lets you bypass the entire approval system by setting them as high or low as you like.
But wait, there's more! The "Aegis Pack" adds an awesome suit of armor and a sniper rifle that is horribly bugged and makes your squadmates almost invincible! Again, for the low low price of 160 Microsoft/Bioware Points!
Mass Effect 3 does this in both the single-player and multiplayer modes:
Anyone who bought the Collector's Edition of the game (or paid $10 separately) can get the From Ashes DLC, which allows players to obtain the Particle Rifle, a Prothean weapon that gets more powerful as the trigger is held down, and can be modded to eat through shields and health on even Insanity difficulty. It can be acquired near the beginning of the game, half your possible squaddies can equip it, and you'll never have to worry about ammo.
There's also the Firefight and Ground Resistance Packs, which let single-player characters use a bunch of multiplayer / pre-order weapons and a few brand new ones, including several guns that are dramatically more powerful than most other available weapons of their type.
Finally, for single player, there's the Alternate Appearance Pack 1, which gives the Cerberus Ajax Armor. While it doesn't provide a superior bonus to any single stat than the armor that's already available in the game, it provides a greater total bonus (+80% total) compared to the various other armors (which only provide a +60% total bonus). The Citadel DLC provides access to three other suits of armor that also provide +80% in total bonuses.
The "Galaxy at War" mode uses a "free-to-play" model, in that you can play any of the maps in the base game or DLC content, but if you want to get an edge on everyone else, you'll either have to grind for credits or spend Microsoft Points on Veteran / Spectre Packs, which give rare weapons, equipment and characters.
Whether you pay real world money or in-game credits, your chances with these packs are still the same.
The "Hunt For The Decepticons" sub-series of Transformers toys is accompanied by a series of online flash games. Technically, you only need three codes (one code in each toy) to unlock the battle with Megatron. However, you can use as many as seven codes to unlock harder minigames to give bonuses during the final battle with Megatron.
All Artix Entertainment games (AdventureQuest, DragonFable, MechQuest, WarpForce, EpicDuel, and AdventureQuest Worlds) have the basic storyline and most equipment available for free, but the best weapons, armor, Titan quests and battles (best for farming!), and so on are only available to upgraded players and (in the case of equipment) often only for special currency that must be purchased with real-world money. (although small amounts can be gotten rarely in AQ, DF, and MQ) The worst for it is probably AQ; MQ is probably the best, but DF and AQW both have an awful lot of content available for free players. note It's only a one time payment for the upgrade and more like paying for the full game (aside from AQW), so that's not nearly as bad. The special currency that is earned in each game but can be payed for, however, tends to give better equipment than just gold.
In 2009, Artix Entertainment acquired the game EpicDuel, which had been an independently designed game, and pretty closely fits this trope. It's a PVP game, and upgraded equipment (more stats, more damage, etc) make this quite literally a case of bribing your way to victory.
Miss Bimbo is a 'sandbox' game, where buying 'Bimbo Dollars' will only get you more money to get cute clothes and spend on furniture, pet stuff, and various other items that you don't need.
Poupeegirl is the same thing, but real money gets you 'jewels' where you can ONLY buy cute clothes are sold in the special shops (some 'celebrity' shops with Japanese fashion icons).
To level up in Miss Bimbo, you sometimes do need to buy clothes (sometimes specific - and expensive - outfits, sometime you just need a certain number of items in your wardrobe). Other times you need to have a certain amount of money on hand, a certain amount of "Bimbo Attitude" (which can be increased by things like buying a new hairstyle or paying a therapist), the best available (i.e., most expensive) home, or various other conditions with can definitely be met without paying a cent in real money through your character's in-game job, but can be met much, much, much faster if you're not waiting for your character's paycheck minus expenses to add up.
Dead or Alive Xtreme 2 is a fanservice game where you spend time watching cute girls frolic around in a variety of bikinis and other clothing/accessories, all of which you can buy in-game with in-game money. The game has absolutely no online function, but these items are nonetheless purchasable with real-world money - in separate packages for each girl, mind you. Sadly, if you choose to reset the game to play through it again, your unlockable items will be lost, to be acquired again, whether you paid real or virtual money for them.
However, purchasing the swimsuits with real money will result in you not unlocking the achievement of having collected the full swimsuit set, taking away any right to brag by unlocking all achievements.
Wajas is a breeding/adoptable game, in which you can buy currency called CWP with real money. Several items and features need to be paid for with CWP, and the most expensive stuff can cost as much as $60 USD. Most of what you can buy are either accessories, or custom Wajas, which mostly just sit there and look pretty. It's possible (and encouraged) to buy and sell CWP with in-game currency, but purchasing it this way is a ridiculously expensive and time-consuming method. Especially since the fastest way to earn in-game currency is to... sell the offspring of two custom Wajas. This system is arguably justified, however, since a good deal of the profits goes towards keeping the site running.
VDex Project is another Pokémon site that relies on donations. For a relatively small fee, you can buy donation items and Pokémon. The Pokémon are usually based on the game's NPCs, while the items tend to be either cosmetic or offer small gameplay enhancements. Nearly everything can be sold to other players, and unlike many examples it doesn't cost too much in-game money to buy one of these things from someone else.
Echo Bazaar allows you to buy Fate with real money. Fate is obtainable in game on very rare occasions, and can be used for mundane functions like restoring your opportunities deck to unlocking new and complex story inlets.
Fable III has a potion that can be purchased for 80 msp ($1) on Xbox Live, that maxes out your dog's fighting and item-finding skills.
Grand Chase has all characters you don't have at the beginning of the game, surprisingly, possible to obtain without paying, but it can be anything from very tedious to just plain difficult. Buying them allows you to unlock them by just giving up one gem. Job upgrades work like this as well, except it simply asks you to do the same thing, but for a fraction of what you're originally supposed to get (For example, for your 2nd job, you need to get a whopping 300 fragments and 10 hard to obtain Gaikoz seals. Buying it means you only have to get 10 and 1, respectively). Specific weapons, accessories, pets, and skills, on the other hand, have to be purchased.
Dawn of War II: Retribution has a DLC pack for each race with equipment to turn your main character into a Disc One Nuke, all for the low, low cost of 1$/1€/1Ł per pack. Similar packs exist for the multiplayer Last Stand mode, but fortunately none of these modes are against the computer.
Battlefield Heroes and Battlefield Play4Free are also egregious offenders. Ironic, too, as EA specifically promised this sort of thing wouldn't happen for Heroes, but now you effectively have to shell out for the paid guns to compete in either game.
Battlefield 3 continues this practice. Now, for the low, low price of $40, you too can buy your way to the top. Why actually work for your unlocks when you can just bribe your way to victory?
A lesser example is the "Multiplayer Headstart Kit", that immediately gives a new player the first three unlocks for every class. Or you can buy the same unlock-everything-in-a-class packs as in Bad Company 2.
Tales of Vesperia has this, although most of the stuff is rather easy to get later on in the game and none of it is required for 100% completion, and some of it is free to boot.
Alien Adoption Agency used to be completely free; the only way to get ahead was being smarter than others. Over time, it became "free to play, but pointless if you want to be the best", as now it's possible to start an account, spend some cash, and have a top-flight account w/o even learning how to play. And the more you spend, the more the one-man owner/coder lets you get away with. Yep, spend enough and it's not only pay2win, you can cheat2win too.
In Castlevania: Order of Ecclesia, if you want to get the best helmet in the game, Queen of Hearts, you have to play through Hard Mode with a level cap (Lvl 1 or Lvl 50 are your initial options). If you want to unlock the ability to set the level cap to 255, you have to play though Hard Mode with level cap set at 1... or you can just buy Castlevania Judgment for the Wii and sync the two games together to get both rewards.
The Ikko-Ikki expansion pack DLC for gives you a free monk hero unit and access to powerful warrior nuns and monk cavalry units right off the bat in multiplayer. They tend to be vastly superior to the light cavalry and ashigaru you have access to at that point, although their in-game purchase price (the monk hero costs as much to add to your army as 4 units of ashigaru bowmen alone) reflect this.
The Sengoku unit pack further adds unique, clan-exclusive units, and adds a free veteran version of each to your roster in multiplayer. Most of these units are slightly superior, slightly more expensive versions of base units, but some (like the Tokugawa mounted gunners) are truly unique and are really useful for a starting player.
In the Web GameAdventure Kingdom, Gems can be purchased from the store which can be then be utilized for multiple purposes. Namely, buying more stamina, better equipment, and of course, some of the skills.
World of Tanks features gold consumables which can boost your performance a bit more than regular ones or fix multiple crew/modules at once. It also features gold ammo, which can turn an otherwise unwinnable matchup into a curbstomp battle. Usually though, they just increase armor penetration and make otherwise mediocre gun strong. You can also purchase premium tanks, but they are (mostly) equivalent or slightly worse than a top specced regular tank of the same tier, their advantage being dirt cheap running costs.
A Patch allowed gold ammunition to be purchasable for in-game currency, at very high prices. This has had the effect of making some guns massively overpowered, particularly most 105mm howitzers, which can fire HEAT ammo that has massive penetration and huge damage. On tier 5 tanks it's now possible to one-shot most tanks your tier or less, and make an absolute mockery of heavy tanks.
Most notably, the Konisch gun. It's standard ammo has good armor penetration but abysmal damage. Gold ammo, however, allows it to hit harder than a gun it's size with armor penetration that isn't matched for another two tiers, and combined with the high rate of fire, excellent accuracy and aim time... it's a complete gamebreaker hampered only by the obscene expense of gold in this game.
The recent patch fixed this issue by boosting the damage of the normal shells.
Another Game Breaker is the premium Hotchkiss light tank. Not unbeatable... unless you're one of the new players that encounter it in the starting matches and thus haven't learned it's few weak points, or are mounting a 20mm gun that many early tanks use which can't damage it at all. (Unless, of course, you use gold ammo. That'll go right through it.) One player fought 400 matches using only the Tier 2 Hotchkiss... and then bought an end-of-line Tier 9 Panther II thanks to all the xp they gained.
Gold can also be spent to transfer XP points between tanks (so you can use overpowered tanks to grind XP instead of underpowered ones), increase match rewards and quick training of the tank crew. Or you can just buy a pile of silver with gold instead of grinding it.
Sryth has Adventurer Tokens (ATs for short). There’s a very limited number of ATs in the game and some of those need to be spent on certain must-have items such as a Quickstone, a grand residence, access to the Battlegrounds, and Varkyn's Ring of Motley Wonder (each of those expenses is absolutely necessary). That leaves you with a limited supply of ATs and they are the only currency accepted at Tallys' Trading Post. But you can get more by donating. In fact, this is the only way to get the best of Tallys' stuff. Some players are known to have donated over a 1000 US dollars (estimates based on the AT cost of their gear). But even without the best stuff your character can be like a god early in the game, for example if you buy all the Dragongem armor pieces: The cost is 1324 ATs and the bonuses are +45 MR and +109 SP (and that’s without taking into account the weapon and shield equipped). For comparison, your character can start with (at most) 32 MR and at most 36 SP. Fortunately you don’t need to donate – the negative side of not buying any of Tallys’ items is that your character will likely never have stats as high as those of the people who donated large amounts. In other words:
Some fights will be challenging, so you’ll need to think a bit, mostly about which items to use and in what order
You’ll likely never hold the top spot on the Battlegrounds challenges, and even if you do get a top spot you’re unlikely to keep it for long. Fortunately the top spots give nothing but bragging rights
The Web GameKhan Wars has Coins (you can get 95 coins for free, and have to buy the rest) and A LOT of things you can use them for. In theory: The paid options of the game are made in a way so that they don't disturb the balance in the game. They are designed to help save time of the players who decided to use them. In reality things are different. Here’s a list of what you can do with coins:
Veteran upgrades – you can pay for them with resources or with coins. If you pay with resources the time for completing the upgrade is 12 times longer than if you pay with coins. For example, in one of the game’s worlds the veteran upgrades take 5 five hours if you pay 200 coins, or 60 (!) hours if you pay with resources (so if you use coins you can complete 12 upgrades while another player completes 1 such upgrade for the same time)
There are some things that “encourage” players to buy and use coins, such as: the fact that some of the Achievements that got added in version 3.1 require you to use some of the paid options a certain number of times (“Buy resources 3 days in a row”); the Loyal Customers Programme (details here); and the semi-regular various promotions
Promotions – there have been various promotions (and there will be many more in the future, no doubt). Some give extra coins, for example 30% extra, so you get 130 coins at the cost of 100 coins. Others allow you to use the options listed above a lot more frequently, such as: buying resources once every 12 hours instead of every 24; completing buildings once every 12 hours instead of every 24; using rituals once every 12 hours instead of every 24… Each promotion lasts several days, so it is possible to have 2 promotions active at the same time.
Diablo III is getting into the act as well, though they're doing things a bit differently. The in-game auction house will let you buy an item for either in-game gold or real-world money, depending on what the seller listed it for. Unlike most of the examples however, Blizzard has said they won't list items on the AH themselves, so all transactions are strictly run by the players. It's also possible to sell items for "real-world" money and then use the profits to buy stuff for yourself, and never actually spend your own money.
It's worth noting that sales are completely anonymous. Regardless of what they say, Blizzard could make and sell items themselves for a more classic example and people would never know.
They do, however, take a cut of every sale (and a further cut if the seller withdraws the profits instead if using it to buy other items), so they are making money even without selling items themselves.
Eventually, Blizzard removed the auction house from Diablo 3.
Played with in Gears of War 3. Roughly half the DLC in the game is simple cosmetic weapon skins, a few of which are packed in with each major DLC release. The Horde Command Pack is an odd use of this trope, as it unlocks new levels of fortification for everything but walls in Horde (including rockets for the Silverback, an armored version of the top-level turret, and the ability to turn a decoy into an Onyx Guard with a shotgun), as well as the new Command Center fortification (starts as a sniper attack, upgrades eventually make it an on-command multishot from the Hammer of Dawn). Somewhat obnoxiously, players with and without the Command Pack will be organized into the same games, and the entire team will fare better if there's at least one team member with the Command Pack. So you essentially Bribe You and Your Team's Way to Victory.
Cosmic Break must be one of the worst offenders in history with ultra rare limited edition robots you must roll for in a lotto style random generator that costs $5 per roll. There are videos on Nico Nico Douga and Youtube of players spending in excess of $1000 for a single robot. It's so awful that even if you pay cash money for robots in the standard shop not one of them can compete with the literal game breakers such as Ivis, Toybox Girl, Aquila Girl, or Vanguard Fencer. Add to that the parts on garapon robots are all 3 slotted, 2 slotted on most shop (non random) robots and 1 slot on the free robots and that slot protectors (there is a 50% chance or more any upgrade will fail) are $3 each and you quickly realize that a non cash paying player has no chance whatsoever to compete.
In Deus Ex: Human Revolution, the AUD (Automatic Unlocking Device) that allows the player to completely bypass one hacking minigame of any skill level is available only to the owners of Augmented and Collector's Editions. It's the only bonus item that can be bought normally in the in-game shops. Also, you start the game 10,000 credits richer.
Using an AUD does, however, prevent you from gaining any XP you might earn from completing the hack and discovering any XP and credit bonuses within the hacked system. Not a big deal for the really low level stuff, but you can miss out on a lot of XP and a tidy sum of extra income if you rely on them too much. The 10,000 credits are a bigger deal, since you can buy two Praxis Kits (5,000 each!) from the clinic and unlock extra implants right away.
AUDs are also relatively rare (in comparison to vast numbers of locks) and harder the security may be easily bypassed by collected viruses. Two Praxis kits give some edge but, truth be told, are by no means a gamebreaker. Furthermore, the game is single-player only and Augmented Edition comes with an additional side mission, so it isn't a simple 'power pack'.
Honestly, unless you've been doing a non-lethalStealth Run, using an AUD is going to rob you of XP you'd need otherwise. On the other hand, if you've specialized mostly in stealth or combat rather than hacking, the AUDs are a godsend when you run into a level 5 door, and are Too Awesome to Use otherwise. Without an AUD, either you don't get through that door, you figure out the password, or if possible you blow the door up. Some of the other DLC definitely falls into this category, though. The grenade launcher you get from that additional side mission turns the next bossfight into a Single-Stroke Battle, although that's probably all you'll use it for, because there are about three rounds in the entire game besides the ones the weapon itself comes with. The silenced sniper rifle is good if you're going for a non-lethal stealth run. The remaining items are less practical - satchel charges that are relatively hard to find and are mostly situational weapons, and a double-barreled shotgun that sets records for inaccuracy (although it does take up relatively little space).
BioShock has a bizarre in-universe example. Thanks to the hyper capitalist nature of Rapture, you can literally buy the security systems that are supposed to be keeping you out and use them on enemies instead.
World of Warcraft added this with the ability to buy a tradable in game pet for $10 which typically goes for 5000G - 7000G depending on your server. The highest level gear you can buy from other players typically costs between 5000G - 25000G, and the very rare in game pet goes for around 12000G. For the rich, you can get the ability to transform into a dragon for around 30000G (most of that is money spent on NPC bought items). Turning into a dragon is mostly for show as it has the same effect as riding a dragon, flying carper, helicopter, or various large birds, except you can carry someone on your back. Blizzard states they did this to reduce illicit real money trading.
The blizzard store has defied this in regards to paying real money to win. Their unshakeable stance is that they'll never make the players pay for something that will increase the quality of the gameplay drastically.
The iOS remake of Contra has this in spades. Lost all your lives? You better have a buck or twenty on hand to buy some "diamonds" from the cash shop, or else it's back to the start with you. Since this is Contra, this adds up very quickly.
Battlestar Galactica Online: Many high-end items, including big starships and all the way to literal experience-buying, need cubits for purchase. You can spend days grinding for the things by doing assignments and hoping the Random Number God gives you the right drops... or you can just fork up the real-world cash.
Star Trek Online generally averts this when it comes to starships — while non-endgame C-Store ships are definitely upgrades over ships of that level, the player will inevitably outlevel them, though with luck and skill one can take them further than that. Moreover, all C-Store ship purchases become account-wide unlocks for any character of that faction at that level which (along with any exclusive equipment) may be claimed as many times as the player wants, and it may be carried over onto any other ship that is qualified to use that equipment. Finally, the endgame C-Store ships are mostly sidegrades that have at least one disadvantage compared to the free endgame ships and only mild advantages... though anyone going up against an Odyssey or a Bortasqu' may disagree.
Both these ships were first offered as a free prize for any player who completed a temporary (and ridiculously easy) mission.
A new game mechanic in STO are so-called locked boxes dropped as loot. Each of these contains a prize ranging from low-level items to exclusive starships. The catch? While the boxes are free, the keys to unlock them need to be purchased with real-life money. Players weren't happy.
On the flipside, a lot of money grinding can easily net you those exclusive starships and many duplicates are found in the Exchange. However, even that's a double-edged blade: so far, the cheapest of the exclusive starships are the Mirror Universe ships (which usually go for as low as 15-20K Energy Credits, depending on which one is active at the time) while the really good stuff, like the Tholian, Ferengi and Jem'Hadar ships shoot into the tens of millions.
As well, players don't have to actively spend a red dime on the game as they have a system that allows players to trade in refined dilithium (which is used to purchase some of the really good items) for a certain amount of Zen (the currency used by Perfect World, who host the game). As the trading payment is anywhere between 25-500 dilithium per Zen and a player can only refine up 8000 dilithium a day a character, this means a player can walk away with anywhere from 320 Zen to 80 Zen a day per character just by simple grinding.
Like the SD Gundam Capsule Fighter example below, many veteran players will tell you that there is only two things you absolutely must purchase - the Account Bank (which allows you to trade items across your characters) and the EC Cap raise (which allows you to go from holding 10 million EC to 1 billion).
In RuneScape, you can spend real money to get extra spins on the 'Squeal of Fortune', whose prizes include things like XP, rare items, and in-game money.
Played with in the iOS port of DoDonPachi Blissful Death. Version 1.0.2 added "Custom Edit" options to make the game easier, such as starting with more lives, and most of these can only be unlocked by buying them with real money. But playing with any of these options turned on disqualifies you for the high score rankings. So about the only thing they're good for is letting unskilled players experience the True Final Boss.
Also from CAVE, Smartphone Mode in Deathsmiles has powerful DLC equipment, although unlike most other games, the DLC is at best a Disc One Nuke, none of the items are consumable (and they can all be restored if you lose your save data), and the best equipment in the game can't be bought. The exception is the Lucky Charm, which plays this trope painfully straight - it's the single most expensive DLC item in the game at $4note Formerly $6 when first released, and occasionally lowered to 99 cents during sales, although these only happen about twice a year. and triples the item drop rate when equipped.
The Facebook version of You Don't Know Jack has "Performance Enhancers", which increase your score by up to 50%. This being YDKJ, the icons for them are steroid syringes. Lampshaded with the "Buy this Achievement Achievement", which can only be acquired by buying it for 20 cents and does absolutely nothing useful. It's even listed in the shop under the category of "Stupid".
Fantasy Online has the golden lockpickaxe, an Omnitool that does the job thrice as fast for half the storage. The slime box (worth $1 usd) has a 1% chance of unleashing one of these. "Mass Panic" did indeed ensue.
SD Gundam Capsule Fighter has an odd aversion of sorts. There are items you can buy with actual money - devices that turn your experience points into experience points for your Mobile Suit, devices that boost up a suit's level ranking, the ability to play high-ranking units with full abilities unlocked, etc. However, most of that isn't really needed. If anything, the only two things you would need to purchase is hangar space (you only get 4 sets of six when you start out and one is always taken up by the Training MS) and other operators (you get a basic one that gives you no bonuses and you can buy a basic one with in-game currency, but all the good ones require real money)
New Super Mario Bros. 2 has a metagame goal to collect 1,000,000 coins. You will normally only collect about 10,000 coins on a playthrough, so the rest need to be earned either by replaying levels or by playing the Coin Rush mode, which throws in bonus multipliers you can earn at the end of each level. However, one of the DLC packs you can buy consists of three very easy levels filled with thousands of coins... (Such a pack was temporarily offered for free to celebrate a coin milestone, softening the blow a little bit.)
DJMAX Ray has all sorts of items which can make the game easier, even loosening the timing windows. Obviously, all the most powerful ones cost real money. And then there's the 10x EXP and 10x MAX boosters, which cost US$1 per 10 uses. This goes deep into Fridge Logic territory when you consider the fact that a major point of the Rhythm Game genre is playing for score/grade as an indicator of skill, which these items render moot.
Marvel Avengers Alliance has Gold, which can be used to get SHIELD Points for leveling heroes or buying weapons (which otherwise you need to have allies to gift them to you), Command Points for recruiting heroes (otherwise obtainable only through boss reward roulettes and 5-starring missions), energy for battles (otherwise a 6 minute wait for each unit of energy), and more powerful weapons, uniforms, gadgets, and consumables than can be bought with the normal currency. You do get Gold for leveling up and 4-starring missions, but its in-game amount is very limited and it's much faster to use real money to get it.
Halo 4 has a bonus EXP boost for players who are willing to spend extra on some bottles of Mountain Dew.
Also, players who bought the $100 Limited Edition can choose from any of the eight "Specializations", each of which confers a unique perk to the player once completed, when they reach a rank of 50. Those who bought the regular $60 edition can only choose from two initially, with 343I rolling out other specializations for them at later dates.
Candy Crush Saga: You need a powerup to help you through an impossible level? You have to pay money. You need extra lives and you can't wait for 30 minutes for a refill? You have to pay money. You want to go play more levels? Guess what? It's been described as one of the "greatest" (for certain definitions of the word) monetized games ever.
Thankfully the "Daily Booster Wheel" averts this trope a bit ... as you can get a random booster per day.
Fire Emblem Awakening has DLC called the "Golden Pack". For six bucks, you unlock missions that you can repeat over and over again, one which gives you massive amounts of experience points, another which gives you incredible piles of gold, and a third which gives you infinite high-rank weapons. There is the risk of losing your characters to unlucky counterattacks, but the enemies in the gold and experience missions don't actually initiate attacks so you can easily calculate when you'll risk losing a character and attack accordingly. Hilariously, the dialogue doesn't even try to hide that you're bribing your way, leading to flimsy excuse plots and Chrom acting as the Only Sane Man.
The DUST 514 beta has so far subverted this. Players can use Aurum (the secondary currency of DUST and its parent game EVE Online, though Aurum used on DUST is separate from EVE) to purchase boosters for skill points and 'one-level-better' equipment from the Marketplace, but how you train your skills is more important than what you're carrying: Players who take advantage of the in-game shop have often been known to be killed by folks armed with Militia weapons but who grinded their skills.
PAYDAY 2, sequel to PAYDAY: The Heist, has several perks that were given to players who pre ordered the game on Steam. People who pre ordered would get a laser sight mod for rifles and a bundle of in game money to spend on items. For $10 more, you could pre order the Criminal Edition that contained the previous bonuses and other perks like discounts on all in game items. However, the perks are only open to everyone who pre orders and no one else can get them once the game is launched. The perks are also minor since they do nothing but slightly speed up the process one has to go through to grind for money in game.
iOS games Sonic Jump and Sonic Dash both sell power-ups. But Sonic Dash has a rich reward system. If you get four puzzle pieces by finishing certain rounds over the course of a day (each day begins at 0000 UTC), you can win a power-up. Play every day, and the power-ups get quite rich. You can even win the other playable characters in this fashion.
In just about every game in the With Friends line, you can purchase upgrades and bonuses with either in-game currencies or real money. With some of the games, you have to buy the in-game currency with real money in order to spend the in-game currency on stuff.
In Doritos Crash Course 2, you can pay money to unlock levels and get power-ups and rewinds. However, apart from a few cosmetic effects, you can earn everything by just playing the game.
The browser-based World Of Dungeons has a lot of options for this. Want to play alternative classes beside the basic three? Shell out some dough and you'll get eleven more. You botched the character and wants to do it over as another character or type? You can wipe the character without losing exp and in-game money for a fee. Your armor is one mere point from breaking? You can repair it for a fee.
However, all level and item contents are available to characters of appropriate level. You get your first reset free for a character. Also, gears drop at a fairly good rate, making item shortages somewhat rare (though dealing can be quite a cutthroat). All in all, you can still have lots of fun and adventure with a well-coordinated all-free party; premiums make life a lot easier, but you can still live fairly well without paying.
DC Universe Online has an interesting system. The game is free to play, but you don't have access to the DLC missions, the amount of money you can hold is quite low (about $1500) and your vault can only hold a few items. When you purchase about 5 dollars worth of items (which can be any of the premium cosmetic armor sets or even a DLC pack), you gain "premium" status which ups your money holdings slightly (to about $2500) and your vault holds slightly more items. You have to get the subscription to really max it out and get the DLC missions for free and if you don't keep up said subscription, you're bumped back down to "premium". Oops.
Aeria Games has become incredibly infamous for this. It is not unheard of for constant complaints about this to go...well, unheard of. When it gets really bad, it's usually a sign that the game is about to be shut down.
Plants vs. Zombies 2 does this with some of the extra plants you can buy. It's not as bad as other examples, since, other than one, all of the plants return from the first game and, in the context of this game, are pure Game Breakers (the game is quite easily winnable without them). The sole new purchasable plant is so situational (and, with the other plants, wholly unnecessary) that you'd be a fool to buy it anyway, especially considering its steep price tag.
In-game example in Metal Gear Solid 4: The Stealth Camouflage (Invisibility) and the Bandana (Infinite ammo) are unlocked by beating the game with no alerts or not killing a single enemy, respectively. Or you can beat the game once and shell out an ungodly 5,000,000 points for each of them. It basically boils down to either proving you don't need the item to get it, or farming dropped weapons for about 80 hours.
MechWarrior 2: Mercenaries has what would be (if the game had been released after microtransactions had become a feature of video games) a parody: the computer bribes you. One series of missions has you hired by a faction to help them fight a rebellion. On the final mission of that set, as you approach the rebel base you receive the message "Attention mercenary. Whatever the Snakes are paying you, we'll double it. Just turn around and go back to your ship." You'll lose any chance at salvaging their mechs, but you will get twice the pay for that mission, should you accept. The news clip you get after the mission reports that the rebellion was successful in taking control of the planet (if you fight them and win, it reports that they were all killed or captured).
Tetris Blitz for iOs embraces this with a vengeance, constantly nagging you to buy power ups for real money. You can buy a few of these with coins, but all the best ones are cash only. It also borders on Allegedly Free Game territory: powerups heavily influence your score, so forget about competing on the ladder unless you fork over money. To further twist the knife, you can also pay a separate fee to remove banner ads... except many power-ups are sponsored and will also flash (unremovable) ads when you activate them. (See the Penny Arcade entry below for more irony on this subject.)
Warframe: Many weapons and Warframes can be bought in completed form for Platinum with a coveted Orokin Reactor or Catalyst pre-installed whereas players would otherwise have to craft all these items over intervals of real time after farming the required materials. The materials themselves can also be bought and the build times circumvented using Platinum and the cash shop also contains mod packs with guaranteed rare mods. All players have access to all items that actually affect gameplay (barring only Warframe and Weapon slots) with only cosmetics being cash shop exclusive but DE certainly sells a high level of convenience.
Bravely Default Flying Fairy has its Sleep Points system. As the name implies, leaving the game on while your 3DS is in Sleep Mode for 8 hours will cause you to gain 1 SP with a maximum of 3, which can be used to freeze time at any point, even in the middle of an enemy attack, and gain additional turns in-game for healing, attacks, and the like. Of course, you could drop a couple of dollars on the eShop to buy some SP drinks that instantly max out your SP and bypass all that "waiting" mess... optional, of course, but still.
Angry Birds Go: Double Coins to up your coin account (so you can upgrade your carts faster), jewels to refill your exhausting counter, and of course getting special carts. Which you can, at the time of the game's release, get physically via the tie in toy Telepods.
The Simpsons Tapped Out is a true paragon of this. Most of the game consists of waiting in real-time for characters to complete tasks. However, donuts, which you can buy with real money, can be used to instantly complete any task, as well as buy in-game money. A person who hands over thousands of dollars to EA could possibly ascend to the maximum level in one day. Without spending money, it takes years.
In Clash Of Clans, An optional form of currency is gems, which are used to speed up construction and buy more builders. You can get free gems from clearing out your land or completing achievements, but it's qucker to buy gems with real money.
Some items have to be purchased. The games also allow you to earn coins (in the original Jerk), cash (the Summer Games version) and eyeballs (in Zombie) for completing certain objectives which can be used to obtain items.
Played with in the Summer Games version. You can throw a wad of money at the Jerk; if he catches it, he'll give you a 25-point boost to your score.
Ingress allows you to input special passcodes to redeem items and XM. While some passcodes are obtained from events for free, you can also get them by simply buying bottles of Hint Water, which have passcodes on the insides of the caps. Don't live near a store that sells it? No problem, you can buy it off the official Hint website.
Evony is one of the worst; unless you buy a bunch of coins, you'll spend your time as a bitch for those who do.
Beginning in early 2014, Konami has started requiring players to pay more in order to enjoy most of their arcade games' content. Due to various economical issues, the price of a standard credit per game has increased from 100 yen to 120 yen. However, a problem remains: Japanese arcades typically use 100-yen coins, and the only way to pay in non-increments of 100 yen is through Konami's PASELI electronic currency system. Solution: You can still use coins to pay 100 yen to play, but you will receive only a subset of features. Want to get the most out of the game? Pay the 20 extra yen. Some consequences of paying only 100 yen from the BEMANI series:
jubeat saucer fulfill won't let you play Extreme-difficulty charts.
Mario Golf World Tour: Buy all the DLC courses and get Gold Mario, who basically gives you free coins when you play as him. Besides that, he's simply a Palette Swap of Mario and even the official art is phonedin.
In the UK, there is a mathematical competition called the Senior Mathematical Challenge. There are also 2 follow-on rounds, the British Mathematical Olympiad Round 1 and Round 2. You need a certain score in each competition to advance to the next. That is, unless you pay a fee (Ł16.50 for Round 1, Ł22 for Round 2). So you can be really good at maths, yet be in the final round with people who are terrible at math, but paid the fee.
A very old technique of Real Lifestrategists. In most wars-in a sense all wars-each side is composed of a multitude of factions whose interests happen to coincide. The Byzantine Empire for instance would pay chieftains on the opposing side to defect.
During World War II the British gold coins with an image of Saint George slaying a dragon that were typically used to pay for covert ops were referred to as British "cavalry".
The difficulty of most college level math and science classes is directly proportional to how cheap your calculator is. With just a basic pocket calculator, they're almost impossible, because everything needs to be memorized and then done by hand. With early level graphing calculators, like the Ti-83 and 84, which cost about $80. there are a lot of tricks and shortcuts you can use, like graphing a function to tell you where its intercepts are, or using the nDeriv( ) button to tell you what the derivative of a function is at any point, which will help you get through most early science and precalc classes easily enough. With high end graphing calculators like the ti-89 platinum though, which cost about $150 each, you can just enter the problem into the calculator and watch as it gives you an answer. Things like giving you derivatives and anti-derivatives in the form of equations instead of only telling you their numerical value when X is a certain number. That's the answer to test questions on 200 level calculus classes right there. Some teachers try to mitigate this by requiring students to show their work, but working backwards from the answer is still much easier than finding it yourself, and few check shown work that closely.
Hence why most teachers ban the calculators on tests if it would give you an advantage. Depending on the punishment for cheating, it's probably not worth trying to sneak one in. Obviously different if the class requires said calculator to perform the maths, in which case the calculator is required for the course, and can be paid with student loans/ financial aid. (Speaking college level here... if it's in grade school, most teachers just ban the calculators outright).