Blizzard Asks Overwatch Players If They’d Pay AU$64 For A Skin

Blizzard Asks Overwatch Players If They’d Pay AU$64 For A Skin
Image: Blizzard

Those dastardly loot boxes containing randomised goodies might be a thing of the past come Overwatch 2’s launch later this year, but a recent survey suggests the hero shooter’s monetisation may become more aggressive elsewhere.

Apparently, Overwatch 2’s in-game store might charge you up to $US45 ($AU64) for an individual skin–or at least, Blizzard appears to be testing the idea. Recently, Twitter user Portergauge uploaded screenshots from a survey their friend received from Overwatch asking them how much money they’d be willing to pay for skins and other rewards in Overwatch 2. The survey asked players whether they were “very likely,” “somewhat likely,” “neither likely or unlikely,” “somewhat unlikely,” or “very unlikely” to be inclined to purchase new rewards in the game.

Image: BlizzardImage: Blizzard

The asking prices in the survey are as follows:

  • Mythic Skin–$US44.99 ($AU64)
  • Legendary Skin Bundle (including weapon charm, player icon, victory pose, voice line, name card, and spray)–$US29.99 ($AU42)
  • Legendary Skin–$US24.99 ($AU35)
  • Emote Highlight Intro Souvenir–$US19.99 ($AU28)
  • Weapon Char– $US9.99 ($AU14)
  • 3 Sprays Bundle–$US4.99 ($AU7)

“This survey is entirely intended to better understand player preferences for different types of Overwatch 2 cosmetics,” an Overwatch spokesperson told Kotaku via email. “Prices displayed in the survey were randomised per user and are not indicative of final pricing. We plan to share details on our Shop and Battle Pass system closer to our Oct. 4 launch.”

Since the survey emails were sent out, its asking prices haven’t gone over well with players.

“Yo, I’d literally at any price would prefer buying Overwatch 2 instead of it being free to play with money grabs everywhere,” one Twitter user said.

“And here I thought I was already getting gouged in Halo Infinite lmao,” another Twitter user said.

“I know some people [are] going to defend the prices and say ‘Dont buy etc it is[ a free to play] game,’” a Reddit user said. “People like you who choose to defend this crap is why the gaming industry [is] going into [an] abyss.”

Read More: Overwatch 2 Will Replace The Original, Making It Unplayable In October

Image: BlizzardImage: Blizzard

During the Overwatch 2 “reveal event” –which detailed the game’s seasonal roadmap and featured a cinematic trailer for its newest tank character, Junker Queen–the Overwatch team clarified that Overwatch 2 won’t have any loot boxes. The event teased that a battle pass and an in-game store is coming to the game.

Back in the old Overwatch days, players unlocked skins, emotes, voice lines, and sprays by levelling up and unlocking loot boxes. If players wanted to unlock a specific skin, like say the Totally ‘80s Zarya skin (her only good one), they would either have to accumulate enough in-game coin from receiving duplicate items in loot boxes to unlock the skin from her character gallery or run the gamut of purchasing a bunch of loot boxes in hopes that the skin would be among their spoils. Overwatch also has a dedicated in-game store where players can purchase loot boxes with real currency. In comparison to Overwatch 2’s asking price for one mythic skin, buying 50 loot boxes cost players $US39.99 ($56), exactly five dollars less.

Chances are the prices of Overwatch 2 skins in the survey won’t be the final price come the game’s release later this year and that it was the Overwatch team’s way to gauge how much players are willing to spend on cosmetic items. However, it’s not a good indication when a game is asking you to cough up the same amount of money for a full-game for a single skin.

Overwatch 2 is slated to release on October 4.

Comments

  • Controversial opinion, but I didn’t mind Overwatch’s lootboxes. You could earn a ridiculous amount just by playing the game. They were thrown at you like candy. To me, they always felt like a nice little bonus to playing the game, rather than something you had to grind for. And they were cosmetics only. It wasn’t like Battlefront, where entire characters and important item upgrades were locked behind the boxes. And if you did have a string of bad luck and got a bunch of duplicate items or items for characters you didn’t use you’d still also be earning points to directly unlock what you did want. I was able to unlock every skin, victory pose and emote I wanted fairly easily without spending a cent.

    I much rather that sort of system than battlepasses and rotating store front, especially if those are the kind of prices they’re looking to charge. Really makes you miss the days when horse armour costing a couple of bucks was considered outrageous.

  • Nope to all of that. This is why going free to play is crap. Anyone championing it as a good move really need to check themselves. The idea that a single skin could cost that much, the price of a full game, is simply vulgar.

    • A single legendary skin typically costs a lot more than that. I mean, someone popping $3 loot boxes with a 1% drop chance can easily end up paying $300 or more. $64 for the skin you actual want, guaranteed, is an absolute bargain.

      I don’t have a problem with the price. Pay it, or not. Nobody is being manipulated here, unlike what happens with loot boxes.

      For myself, I can easily see myself throwing in $64 as a one-off on a sweet cosmetic for a game that I play every day, if for no other reason than to support the devs. I mean, game development ain’t charity and devs gotta eat.

  • Micro… its suppose micro, that’s full game prices for 1 of what will be dozens of not 100s of skins. Hate the price, they need to be half that imo.

    That said, valorant players are dropping insane amounts for weapon skins. So people will pay it… and it’s usually streamers who will complain it’s too expensive and a rip off while spending 6 figures buying everything in game.

    • You say ‘micro’, but micro only refers to cost per transaction, not total cost overall.

      Even in the early days of the concept the discussion was about paying 2 cents to watch a streaming video, then another, then another.

      It’s only ever been about drip feeding much larger expenditure out in smaller chunks over a longer period. Often, in fact, by purchasing block non-refundable store credit up-front and then spending it down.

      Ultimately, the end result is indistinguishable, as in most cases is how that expenditure appears on your credit card, as a single lump sum.

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