Though the functionality is not currently available, Valve expects to have more information on how it will work at a later date. Notably, Valve will also allow users to sell their own creations through the in-game store. 'All the existing ways they were able to get their hands on weaponry still exist without them having to spend any money.'
'We want to make sure that our customers still have a terrific experience on the battlefield whether they buy anything or not,' Valve said in a statement. Nothing says microtransactions like a hairy man who has taken his shirt off. The first pack includes 65 new items, ranging from weapon kits for the soldier, sniper, scout, pyro, and spy, to new hats. in-game store allows gamers to spend real-world cash on in-game items. Available now through the PC version of the game, the Mann Co.
The latest company to do so is Valve, which announced today that it has introduced microtransactions to its well-regarded online multiplayer shooter Team Fortress 2. And with virtual goods sales expected to grow by 40 percent over 2010 levels in 2011, it comes as no surprise that an increasing number of gaming companies are coming up with new ways to monetize their games postlaunch by selling in-game items. The virtual goods market has exploded over the past couple of years, growing from $1.1 billion in 2009 to an expected $1.5 billion in 2010, according to a recent study.