There's a million dollar question that floats around since the first implementation of microtransacrions inside a game: where does one draw the line between Free to Play and Pay to Win? Every developer tried its own model with varying results. The approach that Mojang, developers of Minecraft, decided to take with their new title "Scrolls" is pretty unique. They will just cap the amount of real world money you can spend in the game.
Apparently, as Eurogamer reports, Mojang said that there will be a limit to your purchase of Shards (the currency that you can buy with real money to use instead of in-game gold) as an attempt to protect game balance.
We restrict how much you can spend to retain game balance. This sounds unlikely, but you really don't have to spend more than the cost of Scrolls ($4.99) to progress.That means that every account can buy as many shards as the cost of the game. So with 10$ you'll purchase both the game and the maximum amount of shards you are allowed to buy so that you'll never have to worry about it.
All items are available for a reasonable amount of gold.
That is for sure a way to address the problem. If it's a good way or not we'll know for sure only playing the game. It will depend mostly of how reliably you'll be able to acquire new gold. Scroll trading and selling in game is also available, so the in game economy could turn out to be more trade-oriented than gold-oriented. We'll not have to wait too much to see what use of the trade system the users will do.
Scrolls is currently in beta and will have its full release next week, the 11th of December on PC and Android. An iPad version will arrive at a later date. Whoever took part in the alpha and beta will receive a free copy of the game. For anyone else, Scrolls will cost 4.99$. A free PC trial is available on the official site.
What you think of Scrolls and Mojang's take on the microtransaction system? Let us know in the comments