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millions of gamers and industry personalities alike.
65
EA even earned itself a
notorious spot in the Guinness World Record for being the most downvoted
comment in Reddit history following a post by an EA Community Team
member responding to the backlash.
66
Many individuals refer to the Star
Wars: Battlefront II controversy as a prime example of the “pay-to-win”
system, meaning that those “who have the money available can instantly buy
their way to an advantage over others.”
67
To prove that Star Wars: Battlefront
II employs a pay-to-win system, YouTuber XfactorGaming purchased $90
worth of microtransactions in order to unlock different abilities and upgrade
weapons for multiplayer, resulting in him “dominating the competition.”
68
Yet, the Star Wars: Battlefront II controversy has done little to dispel the
robustness of the in-game microtransaction model.
69
Epic Games’ world-
renowned F2P Battle Royale
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game Fortnite generated over $2.4 billion in
revenue in 2018, with all revenue coming from in-game cosmetic purchases
that give players no competitive advantage.
71
Fortnite prides itself on
offering an “assortment of purchasable skins … intended to offer visual
distinction and nothing more,”
72
which lends credence to the idea that strictly
cosmetic in-game items can be extremely profitable.
In 2015, Activision Blizzard filed Patent #9789406, which outlined an
online matchmaking system designed to “drive microtransactions in
65. Aaron Mamiit, EA Sets Dubious World Record for Battlefront II Reddit Comment, DIGIT.
TRENDS (Sept. 8, 2019), https://www.digitaltrends.com/gaming/ea-star-wars-battlefront-ii-loot-
boxes-most-downvoted-reddit-comment/.
66. Id.
67. Justin McKinney, The Rise of Pay to Win in Video Games, ODYSSEY (Dec. 13, 2017),
https://www.theodysseyonline.com/the-rise-of-pay-to-win-in-video-games.
68. Kellen Beck, YouTuber Spends $90 in ‘Star Wars: Battlefront 2’ and Proves that it’s still
Basically Pay-to-Win, MASHABLE (Nov. 9, 2017), https://mashable.com/2017/11/09/star-wars-
battlefront-2-pay-win/.
69. Games and interactive media earnings rose 12% to $139.9B in 2020, SUPERDATA (Jan. 6,
2020), https://www.superdataresearch.com/blog/2020-year-in-review.
70. Battle Royale games have recently become extremely popular, as the primary hook is to drop
a significant number of players in a large-scale free-for-all deathmatch, with the ultimate goal of
being the last player alive. Gamers are only afforded one life and lose when they die in-game. See
Alessandro Fillari, Battle Royale Games Explained: Fortnite, PUBG, And What Could Be The Next
Big Hit, GAMESPOT (Apr. 21, 2019), https://www.gamespot.com/articles/battle-royale-games-
explained-fortnite-pubg-and-wh/1100-6459225/.
71. Patrick Shanley, ‘Fortnite’ Earned $2.4 Billion in 2018, HOLLYWOOD REP. (Jan. 16, 2019),
https://www.hollywoodreporter.com/heat-vision/fortnite-earned-24-billion-2018-1176660; See
also Steven Wong, PUBG Mobile made over $1 billion in revenue, GAMING ST. (Sept. 23, 2019),
https://gamingstreet.com/pubg-mobile-made-over-1-billion-in-revenue/ (PlayerUnknown’s
Battlegrounds is an extremely popular F2P game that is one of Fortnite’s biggest competitors and
has seen significant financial success through in-game cosmetic purchases).
72. Alex Avard, Can Fortnite Battle Royale’s Cosmetics Provide Competitive Advantages? The
Answer Isn’t So Simple, GAMES RADAR (May 3, 2018), https://www.gamesradar.com/can-fortnite-
battle-royales-cosmetics-provide-competitive-advantages-the-answer-isnt-so-simple/.