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Free-to-play

Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which requires a payment before using the game or service. It is also separate from freeware games, which are entirely costless. Free-to-play's model is sometimes derisively referred to as free-to-start due to not being entirely free.[1] Free to play games have also been widely criticized as "pay-to-win"— that is, that players can generally pay to obtain competitive or power advantages over other players.

There are several kinds of free-to-play business models. The most common is based on the freemium software model, in which users are granted access to a fully functional game but are incentivised to pay microtransactions to access additional content or more powerful in-game assets. Sometimes the content is entirely blocked without payment; other times it requires immense time 'unlocking' it for non-paying players, and paying the fee speeds the unlocking process. Another method of generating revenue is to integrate advertisements into the game.

The model was first popularly used in early massively multiplayer online games targeted towards casual gamers, before finding wider adoption among games released by major video game publishers to combat video game piracy.

Categories edit

There are several kinds of free-to-play games:

Game mechanics edit

In-game items can be purely cosmetic, enhance the power of the player, accelerate progression speed, and many more. A common technique used by developers of these games is for the items purchased to have a time limit; after this expires, the item must be repurchased before the user can continue. Another commonly seen mechanic is the use of two in-game currencies: one earned through normal gameplay, and another which can be purchased with real-world money. The second, "premium" currency is sometimes given out in small amounts to non-paying players at certain times, such as when they first start the game, complete a quest, or refer a friend to the game. Many browser games have an "energy bar" that depletes when the player takes actions. These games then sell items such as coffee or snacks to refill the bar.[6]

Free-to-play games are free to install and play, but once the player enters the game, the player is able to purchase content such as items, maps, and expanded customization options.[7] Some games, such as id Software's Quake Live,[8] also use in-game advertising to provide income for free-to-play games. In addition to making in-game items available for purchase, EA integrates in-game advertising into its games. In August 2007, EA completed a deal with Massive Incorporated, which lets Massive update and change in-game advertising in real-time within EA games.[9] Independent game developer Edmund McMillen has claimed that he makes most of his money from sponsors by placing advertisements into the introduction of a game and the game's title screen.

History edit

Matt Mihaly created the first known business model of exchanging virtual items for money in an online game, in 1997 for the flagship title Achaea, Dreams of Divine Lands for his corporation originally Achaea LLC that later became Iron Realms Entertainment.[10] The free-to-play business model in online games was later realized by Nexon in South Korea to a degree first catching more major media attention at the time.[11][12] The first Nexon game to use it, QuizQuiz, was released in October 1999. Its creator Lee Seungchan would go on to create MapleStory.[13]

The free-to-play model originated in the late 1990s and early 2000s, coming from a series of highly successful MMOs targeted towards children and casual gamers, including Furcadia, Neopets, RuneScape,[14][15] MapleStory, and text-based dungeons such as Achaea, Dreams of Divine Lands.[16] Known for producing innovative titles, small independent developers also continue to release free-to-play games.

Free-to-play games are particularly prevalent in countries such as South Korea and the People's Republic of China.[7][17] Microtransaction-based free-to-play mobile games and browser games such as Puzzle & Dragons, Kantai Collection and The Idolmaster Cinderella Girls also have large player populations in Japan.[18] In particular, the Nikkei Shimbun reported that Cinderella Girls earns over 1 billion yen in revenue monthly from microtransactions.[19] Electronic Arts first adopted the free-to-play concept in one of its games when it released FIFA Online in Korea.[9]

In the late 2000s, many MMOs transitioned to the free-to-play model from subscriptions,[20] including subscription-based games such as The Lord of the Rings Online: Shadows of Angmar, Age of Conan: Hyborian Adventures, Dungeons & Dragons Online,[21] and Champions Online.[7] This move from a subscription based model to a free-to-play one has proven very beneficial in some cases. Star Wars: The Old Republic is a good example of a game that transitioned from subscription to free-to-play.[2] Turbine as of September 10, 2010 has given an F2P with Cash shop option to The Lord of the Rings Online which resulted in a tripling of profit.[22] Sony Online Entertainment's move to transition EverQuest from a subscription model into a hybrid F2P/subscription game was followed by a 125% spike in item sales, a 150% up-tick in unique log-ins, and over three times as many account registrations.[23]

The movement of free-to-play MMOs into the mainstream also coincided with experimentation with other genres as well. The model was picked up by larger developers and more diverse genres, with games such as Battlefield Heroes,[9] Free Realms, Quake Live and Team Fortress 2[8] appearing in the late 2000s. The experimentation was not successful in every genre, however. Traditional real time strategy franchises such as Age of Empires and Command & Conquer both attempted free-to-play titles. Age of Empires Online was shut down in the midst of a tiny player base and stagnant revenue,[24] and Command & Conquer: Generals 2 was shut down in alpha due to negative reactions from players.[25]

In 2011, revenue from free-to-play games overtook revenue from premium games in the top 100 games in Apple's App Store.[26] The percentage of people that spend money on in-game items in these games ranges from 0.5% to 6%, depending on a game's quality and mechanics. Even though this means that a large number of people will never spend money in a game, it also means that the people that do spend money could amount to a sizeable number due to the fact that the game was given away for free.[26] Indeed a report from mobile advertising company firm SWRV stated that only 1.5 percent of players opted to pay for in-game items, and that 50 percent of the revenue for such games often came from just ten percent of players.[27] Nevertheless The Washington Post noted that the developers of two such games, Supercell (Clash of Clans) and Machine Zone (Game of War: Fire Age), were able to afford Super Bowl commercials in 2015 featuring big-name celebrities (respectively Liam Neeson and Kate Upton).[27][28] The latter, Game of War, was in fact, part of a roughly $40 million campaign starring Upton.

As of 2012, free-to-play MOBAs, such as League of Legends, Dota 2, Heroes of the Storm, and Smite had become among the most popular PC games.[29] The success in the genre has helped convince many video game publishers to copy the free-to-play MOBA model.[30][31]

During 2015, Slice Intelligence tracked people that bought products in mobile video games, and these players spent an average of $87 in free-to-play games.[32] The highest spending per player in 2015 was in Game of War: Fire Age, where the players that bought products on average spent $550.[33]

Comparison with traditional model edit

The free-to-play model has been described as a shift from the traditional model, also known as premium-priced games, where consumers paid for the cost of the game upfront and the game's success was measured by multiplying the number of units of a game sold by the unit price. Within free-to-play, the most important factor is the number of players that a game can keep continuously engaged, followed by how many compelling spending opportunities the game offers its players. With free games that include in-game purchases, two particularly important things occur: first, more people will try out the game since there is zero cost to doing so and second, revenue will likely be more than a traditional game since different players can now spend different amounts of money that depend on their engagement with the game and their preferences towards it. Player populations that spend money on free-to-play games can be broken up into terms that borrow from gambling: "whales" which typically are the smallest segment, up to around 10% of players, but are willing to spend the most on a game; "dolphins" which represent a larger portion of around 40% of players who spend some money but not as much as whales; and "minnows", representing about half the population, who spend the barest amount to maintain activity.[34][35] As a result of this distribution, whales typically provide most of the revenue in free to play games, and in some cases, 50% of the revenue comes from 0.15% of players ("white whales") in one report.[36][37] It is not unlikely for a very few players to spend tens of thousands of dollars in a game that they enjoy.[26]

On the PC in particular, two problems are video game piracy and high system requirements. The free-to-play model attempts to solve both these problems by providing a game that requires relatively low system requirements and at no cost, and consequently provides a highly accessible experience funded by advertising and micropayments for extra content or an advantage over other players.[8]

Free-to-play is newer than the pay to play model, and the video game industry is still attempting to determine the best ways to maximize revenue from their games. Gamers have cited the fact that purchasing a game for a fixed price is still inherently satisfying because the consumer knows exactly what they will be receiving, compared to free-to-play which requires that the player pay for most new content that they wish to obtain. The term itself, "free-to-play", has been described as one with a negative connotation. One video game developer noted this, stating, "Our hope—and the basket we're putting our eggs in—is that 'free' will soon be disassociated with [sic] 'shallow' and 'cruddy'." However, another noted that developing freeware games gave developers the largest amount of creative freedom, especially when compared to developing console games, which requires that the game follow the criteria as laid out by the game's publisher.[8] Many kinds of revenue are being experimented with. For example, with its Free Realms game targeted to children and casual gamers, Sony makes money from the product with advertisements on loading screens, free virtual goods sponsored by companies such as Best Buy, a subscription option to unlock extra content, a collectible card game, a comic book, and micropayment items that include character customization options.[8]

In 2020, a study from Germany concluded that some free-to-play games use the "money illusion" as a form to hide the true cost of products. When they examined the game Fortnite, they found that since the in-game currency does not have a unique exchange rate, it can conceal the true cost of an in-game purchase, resulting in players potentially paying more than they realize.[38] In 2021 the study was used to take legal action against Epic Games, the publisher of Fortnite.[39]

Pay-to-win edit

In some games, players who are willing to pay for special items, downloadable content, or to skip cooldown timers may be able to gain an advantage over those playing for free who might otherwise hardly be able to access said items. Such games are called "pay-to-win" (abbreviated as "P2W").[40] In general a game is considered pay-to-win when a player can gain any advantage over their non-paying peers.[41] Market research indicates that pay-to-win mechanics are considered much more acceptable by players in China than in Western countries, possibly because Chinese players are more habituated to recurring costs associated with gaming, such as gaming café fees.[42]

A common suggestion for avoiding pay-to-win is for payments to only be used to broaden the experience without affecting gameplay.[43] For example, some games, such as Dota 2, Fortnite Battle Royale and StarCraft II, only allow the purchase of cosmetic items, meaning that a player who has spent money on the game will still be on the same level as a player who has not. Others suggest finding a balance where a game encourages players to pay for extra content that enhances the game without making the free version feel limited by comparison.[44] This theory is that players who do not pay for items would still increase awareness of it through word of mouth marketing, which ultimately benefits the game indirectly.[42][45]

In response to concerns about players using payments to gain an advantage in the game, titles such as World of Tanks have explicitly committed to not giving paying players any advantages over their non-paying peers, while allowing the users buying the "gold" or "premium" ammo and expendables without paying the real money. However, features affecting gameplay and win rate, such as purchasing a 100% crew training level, a premium account, premium vehicles, and converting experience points to free experience points, remain available for the paying customers only.[46][47]

Play-to-earn edit

Play-to-earn, also known as pay-to-earn, is a model of monetization that uses cryptocurrency and other blockchain technologies.[48]

Nagging edit

In single-player games, another concern is the tendency for free games to constantly request that the player buy extra content, in a similar vein to nagware and trialware's frequent demands for the user to 'upgrade'. Payment may be required in order to survive or continue in the game, annoying or distracting the player from the experience.[8] Some psychologists, such as Mark D. Griffiths, have criticized the mechanics of freemium games as exploitative, drawing direct parallels to gambling addiction.[49]

Purchases by children edit

The ubiquitous and often intrusive use of microtransactions in free-to-play games has sometimes caused children to either inadvertently or deliberately pay for large amounts of virtual items, often for drastically high amounts of real money. In February 2013, Eurogamer reported that Apple had agreed to refund a British family £1700.41 after their son had purchased countless microtransactions whilst playing the F2P game Zombies vs. Ninjas.[50]

Outlook edit

Pointing to the disruptive effect of free-to-play on current models, IGN editor Charles Onyett has said "expensive, one-time purchases are facing extinction". He believes that the current method of paying a one-time fee for most games will eventually disappear completely.[7] Greg Zeschuk of BioWare believes there is a good possibility that free-to-play would become the dominant pricing plan for games, but that it was very unlikely that it would ever completely replace subscription-based games.[17] Developers such as Electronic Arts have pointed to the success of freemium, saying that microtransactions will inevitably be part of every game.[51] While noting the success of some developers with the model, companies such as Nintendo have remained skeptical of free-to-play, preferring to stick to more traditional models of game development and sales.[52] In February 2015 Apple began featuring popular non-freemium software on the App Store as "Pay Once & Play", describing them as "Great Games with No In-App Purchases ... hours of uninterrupted fun with complete experiences".[53][54]

See also edit

References edit

  1. ^ Pereira, Chris (March 23, 2015). "Here's Why Nintendo's CEO Dislikes the Term "Free-to-Play"". GameSpot. Retrieved August 22, 2018.
  2. ^ a b Tack, Daniel (October 12, 2013). "The Subscription Transition: MMORPGs and Free-To-Play". Forbes. Retrieved October 16, 2020.
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  25. ^ Michael McWhertor (October 29, 2013). "EA cancels Command & Conquer, closes development studio". Polygon. Retrieved February 3, 2014.
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  29. ^ Gaudiosi, John (July 11, 2012). "Riot Games' League Of Legends Officially Becomes Most Played PC Game In The World". Forbes. Retrieved November 5, 2012.
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  38. ^ https://www.wiwi.europa-uni.de/de/forschung/publikationen-projekte/dp/_dokumente/415_Schoeber_Stadtmann.pdf[bare URL PDF]
  39. ^ "Parent Sues Epic Games over Minor Using Real Money on Virtual Fortnite Items - Tech". February 9, 2021.
  40. ^ Lelonek-Kuleta, Bernadeta; Bartczuk, Rafał Piotr; Wiechetek, Michał (October 12, 2020). "Pay for play – Behavioural patterns of pay-to-win gaming". Computers in Human Behavior. 115: 2. doi:10.1016/j.chb.2020.106592. S2CID 225135723.
  41. ^ Alha, Kati (December 11, 2020). The Rise of Free-to-Play: How the revenue model changed games and playing (PDF) (Thesis). Tampere University. pp. 31, 109. ISBN 978-952-03-1774-4. Retrieved May 28, 2022.
  42. ^ a b Huang, Eustance (May 30, 2018). "Americans largely won't pay to win a video game — but Chinese gamers will". CNBC. Retrieved August 12, 2020.
  43. ^ Charles Onyett (August 13, 2012). "Separating Free-to-Play and Pay to Win". IGN. Retrieved January 2, 2014.
  44. ^ Pritpaul Bains and Theresa Delucci (August 9, 2013). . Tor books. Archived from the original on April 9, 2015. Retrieved January 2, 2014.
  45. ^ Adams, Ernest (December 19, 2013). Fundamentals of Game Design. New Riders. ISBN 978-0-13-343571-9.
  46. ^ Kris Graft (June 3, 2013). "Wargaming kicks 'pay-to-win' monetization to the curb". GamaSutra. Retrieved January 30, 2014.
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  48. ^ Vidal-Tomás, David (February 25, 2022). "The new crypto niche: NFTs, play-to-earn, and metaverse tokens" (PDF). Finance Research Letters. Elsevier. 47: 2. doi:10.1016/j.frl.2022.102742. hdl:10234/199316. S2CID 247137978. Retrieved May 28, 2022.
  49. ^ Mike Rose (July 9, 2013). "Chasing the Whale: Examining the ethics of free-to-play games". Gamasutra. Retrieved February 3, 2014.
  50. ^ Phillips, Tom (February 28, 2013). "Parents refused refund by Apple after son spends £1700 on free iPad game". Eurogamer.
  51. ^ Eddie Makuch (July 30, 2012). "Freemium is the future, says EA". GameSpot. Retrieved February 3, 2014.
  52. ^ Eddie Makuch (February 3, 2014). "Nintendo: Free-to-play is hurting our hardware business". GameSpot. Retrieved February 3, 2014.
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External links edit

  • "Making money with 'free-to-play' games" November 2, 2012, at the Wayback Machine on CNET
  • "What Are The Rewards Of 'Free-To-Play' MMOs?" on Gamasutra
  • List of Free to Play PC Games

free, play, this, article, about, business, model, video, games, business, models, other, than, games, freemium, dota, film, free, play, film, video, games, games, that, give, players, access, significant, portion, their, content, without, paying, require, pay. This article is about the business model for video games For business models other than for games see Freemium For the Dota 2 film see Free to Play film Free to play F2P or FtP video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing Free to play is distinct from traditional commercial software which requires a payment before using the game or service It is also separate from freeware games which are entirely costless Free to play s model is sometimes derisively referred to as free to start due to not being entirely free 1 Free to play games have also been widely criticized as pay to win that is that players can generally pay to obtain competitive or power advantages over other players There are several kinds of free to play business models The most common is based on the freemium software model in which users are granted access to a fully functional game but are incentivised to pay microtransactions to access additional content or more powerful in game assets Sometimes the content is entirely blocked without payment other times it requires immense time unlocking it for non paying players and paying the fee speeds the unlocking process Another method of generating revenue is to integrate advertisements into the game The model was first popularly used in early massively multiplayer online games targeted towards casual gamers before finding wider adoption among games released by major video game publishers to combat video game piracy Contents 1 Categories 2 Game mechanics 3 History 4 Comparison with traditional model 4 1 Pay to win 4 2 Play to earn 4 3 Nagging 4 4 Purchases by children 5 Outlook 6 See also 7 References 8 External linksCategories editThere are several kinds of free to play games Shareware a trial of variable functionality intended to convince users to buy a full license of the pay to play game Also known as game demos shareware often gives free users severely limited functionality compared to the full game Freemium games such as Star Wars The Old Republic Apex Legends Fortnite Battle Royale and the majority of the MOBA games offer the full version of a product free of charge while users are charged micropayments to access premium features and virtual goods often in a piecemeal fashion 2 3 4 5 Game mechanics editIn game items can be purely cosmetic enhance the power of the player accelerate progression speed and many more A common technique used by developers of these games is for the items purchased to have a time limit after this expires the item must be repurchased before the user can continue Another commonly seen mechanic is the use of two in game currencies one earned through normal gameplay and another which can be purchased with real world money The second premium currency is sometimes given out in small amounts to non paying players at certain times such as when they first start the game complete a quest or refer a friend to the game Many browser games have an energy bar that depletes when the player takes actions These games then sell items such as coffee or snacks to refill the bar 6 Free to play games are free to install and play but once the player enters the game the player is able to purchase content such as items maps and expanded customization options 7 Some games such as id Software s Quake Live 8 also use in game advertising to provide income for free to play games In addition to making in game items available for purchase EA integrates in game advertising into its games In August 2007 EA completed a deal with Massive Incorporated which lets Massive update and change in game advertising in real time within EA games 9 Independent game developer Edmund McMillen has claimed that he makes most of his money from sponsors by placing advertisements into the introduction of a game and the game s title screen History editMatt Mihaly created the first known business model of exchanging virtual items for money in an online game in 1997 for the flagship title Achaea Dreams of Divine Lands for his corporation originally Achaea LLC that later became Iron Realms Entertainment 10 The free to play business model in online games was later realized by Nexon in South Korea to a degree first catching more major media attention at the time 11 12 The first Nexon game to use it QuizQuiz was released in October 1999 Its creator Lee Seungchan would go on to create MapleStory 13 The free to play model originated in the late 1990s and early 2000s coming from a series of highly successful MMOs targeted towards children and casual gamers including Furcadia Neopets RuneScape 14 15 MapleStory and text based dungeons such as Achaea Dreams of Divine Lands 16 Known for producing innovative titles small independent developers also continue to release free to play games Free to play games are particularly prevalent in countries such as South Korea and the People s Republic of China 7 17 Microtransaction based free to play mobile games and browser games such as Puzzle amp Dragons Kantai Collection and The Idolmaster Cinderella Girls also have large player populations in Japan 18 In particular the Nikkei Shimbun reported that Cinderella Girls earns over 1 billion yen in revenue monthly from microtransactions 19 Electronic Arts first adopted the free to play concept in one of its games when it released FIFA Online in Korea 9 In the late 2000s many MMOs transitioned to the free to play model from subscriptions 20 including subscription based games such as The Lord of the Rings Online Shadows of Angmar Age of Conan Hyborian Adventures Dungeons amp Dragons Online 21 and Champions Online 7 This move from a subscription based model to a free to play one has proven very beneficial in some cases Star Wars The Old Republic is a good example of a game that transitioned from subscription to free to play 2 Turbine as of September 10 2010 has given an F2P with Cash shop option to The Lord of the Rings Online which resulted in a tripling of profit 22 Sony Online Entertainment s move to transition EverQuest from a subscription model into a hybrid F2P subscription game was followed by a 125 spike in item sales a 150 up tick in unique log ins and over three times as many account registrations 23 The movement of free to play MMOs into the mainstream also coincided with experimentation with other genres as well The model was picked up by larger developers and more diverse genres with games such as Battlefield Heroes 9 Free Realms Quake Live and Team Fortress 2 8 appearing in the late 2000s The experimentation was not successful in every genre however Traditional real time strategy franchises such as Age of Empires and Command amp Conquer both attempted free to play titles Age of Empires Online was shut down in the midst of a tiny player base and stagnant revenue 24 and Command amp Conquer Generals 2 was shut down in alpha due to negative reactions from players 25 In 2011 revenue from free to play games overtook revenue from premium games in the top 100 games in Apple s App Store 26 The percentage of people that spend money on in game items in these games ranges from 0 5 to 6 depending on a game s quality and mechanics Even though this means that a large number of people will never spend money in a game it also means that the people that do spend money could amount to a sizeable number due to the fact that the game was given away for free 26 Indeed a report from mobile advertising company firm SWRV stated that only 1 5 percent of players opted to pay for in game items and that 50 percent of the revenue for such games often came from just ten percent of players 27 Nevertheless The Washington Post noted that the developers of two such games Supercell Clash of Clans and Machine Zone Game of War Fire Age were able to afford Super Bowl commercials in 2015 featuring big name celebrities respectively Liam Neeson and Kate Upton 27 28 The latter Game of War was in fact part of a roughly 40 million campaign starring Upton As of 2012 free to play MOBAs such as League of Legends Dota 2 Heroes of the Storm and Smite had become among the most popular PC games 29 The success in the genre has helped convince many video game publishers to copy the free to play MOBA model 30 31 During 2015 Slice Intelligence tracked people that bought products in mobile video games and these players spent an average of 87 in free to play games 32 The highest spending per player in 2015 was in Game of War Fire Age where the players that bought products on average spent 550 33 Comparison with traditional model editThe free to play model has been described as a shift from the traditional model also known as premium priced games where consumers paid for the cost of the game upfront and the game s success was measured by multiplying the number of units of a game sold by the unit price Within free to play the most important factor is the number of players that a game can keep continuously engaged followed by how many compelling spending opportunities the game offers its players With free games that include in game purchases two particularly important things occur first more people will try out the game since there is zero cost to doing so and second revenue will likely be more than a traditional game since different players can now spend different amounts of money that depend on their engagement with the game and their preferences towards it Player populations that spend money on free to play games can be broken up into terms that borrow from gambling whales which typically are the smallest segment up to around 10 of players but are willing to spend the most on a game dolphins which represent a larger portion of around 40 of players who spend some money but not as much as whales and minnows representing about half the population who spend the barest amount to maintain activity 34 35 As a result of this distribution whales typically provide most of the revenue in free to play games and in some cases 50 of the revenue comes from 0 15 of players white whales in one report 36 37 It is not unlikely for a very few players to spend tens of thousands of dollars in a game that they enjoy 26 On the PC in particular two problems are video game piracy and high system requirements The free to play model attempts to solve both these problems by providing a game that requires relatively low system requirements and at no cost and consequently provides a highly accessible experience funded by advertising and micropayments for extra content or an advantage over other players 8 Free to play is newer than the pay to play model and the video game industry is still attempting to determine the best ways to maximize revenue from their games Gamers have cited the fact that purchasing a game for a fixed price is still inherently satisfying because the consumer knows exactly what they will be receiving compared to free to play which requires that the player pay for most new content that they wish to obtain The term itself free to play has been described as one with a negative connotation One video game developer noted this stating Our hope and the basket we re putting our eggs in is that free will soon be disassociated with sic shallow and cruddy However another noted that developing freeware games gave developers the largest amount of creative freedom especially when compared to developing console games which requires that the game follow the criteria as laid out by the game s publisher 8 Many kinds of revenue are being experimented with For example with its Free Realms game targeted to children and casual gamers Sony makes money from the product with advertisements on loading screens free virtual goods sponsored by companies such as Best Buy a subscription option to unlock extra content a collectible card game a comic book and micropayment items that include character customization options 8 In 2020 a study from Germany concluded that some free to play games use the money illusion as a form to hide the true cost of products When they examined the game Fortnite they found that since the in game currency does not have a unique exchange rate it can conceal the true cost of an in game purchase resulting in players potentially paying more than they realize 38 In 2021 the study was used to take legal action against Epic Games the publisher of Fortnite 39 Pay to win edit In some games players who are willing to pay for special items downloadable content or to skip cooldown timers may be able to gain an advantage over those playing for free who might otherwise hardly be able to access said items Such games are called pay to win abbreviated as P2W 40 In general a game is considered pay to win when a player can gain any advantage over their non paying peers 41 Market research indicates that pay to win mechanics are considered much more acceptable by players in China than in Western countries possibly because Chinese players are more habituated to recurring costs associated with gaming such as gaming cafe fees 42 A common suggestion for avoiding pay to win is for payments to only be used to broaden the experience without affecting gameplay 43 For example some games such as Dota 2 Fortnite Battle Royale and StarCraft II only allow the purchase of cosmetic items meaning that a player who has spent money on the game will still be on the same level as a player who has not Others suggest finding a balance where a game encourages players to pay for extra content that enhances the game without making the free version feel limited by comparison 44 This theory is that players who do not pay for items would still increase awareness of it through word of mouth marketing which ultimately benefits the game indirectly 42 45 In response to concerns about players using payments to gain an advantage in the game titles such as World of Tanks have explicitly committed to not giving paying players any advantages over their non paying peers while allowing the users buying the gold or premium ammo and expendables without paying the real money However features affecting gameplay and win rate such as purchasing a 100 crew training level a premium account premium vehicles and converting experience points to free experience points remain available for the paying customers only 46 47 Play to earn edit Main articles Blockchain Games and Blockchain game Play to earn also known as pay to earn is a model of monetization that uses cryptocurrency and other blockchain technologies 48 Nagging edit See also Bait and switch In single player games another concern is the tendency for free games to constantly request that the player buy extra content in a similar vein to nagware and trialware s frequent demands for the user to upgrade Payment may be required in order to survive or continue in the game annoying or distracting the player from the experience 8 Some psychologists such as Mark D Griffiths have criticized the mechanics of freemium games as exploitative drawing direct parallels to gambling addiction 49 Purchases by children edit The ubiquitous and often intrusive use of microtransactions in free to play games has sometimes caused children to either inadvertently or deliberately pay for large amounts of virtual items often for drastically high amounts of real money In February 2013 Eurogamer reported that Apple had agreed to refund a British family 1700 41 after their son had purchased countless microtransactions whilst playing the F2P game Zombies vs Ninjas 50 Outlook editPointing to the disruptive effect of free to play on current models IGN editor Charles Onyett has said expensive one time purchases are facing extinction He believes that the current method of paying a one time fee for most games will eventually disappear completely 7 Greg Zeschuk of BioWare believes there is a good possibility that free to play would become the dominant pricing plan for games but that it was very unlikely that it would ever completely replace subscription based games 17 Developers such as Electronic Arts have pointed to the success of freemium saying that microtransactions will inevitably be part of every game 51 While noting the success of some developers with the model companies such as Nintendo have remained skeptical of free to play preferring to stick to more traditional models of game development and sales 52 In February 2015 Apple began featuring popular non freemium software on the App Store as Pay Once amp Play describing them as Great Games with No In App Purchases hours of uninterrupted fun with complete experiences 53 54 See also editList of commercial video games released as freeware List of PlayStation 4 free to play games Gacha Loot boxReferences edit Pereira Chris March 23 2015 Here s Why Nintendo s CEO Dislikes the Term Free to Play GameSpot Retrieved August 22 2018 a b Tack Daniel October 12 2013 The Subscription Transition MMORPGs and Free To Play Forbes Retrieved October 16 2020 Lejacq Yannick December 13 2012 Freemium Games Make Up 80 Of 10B Mobile App Market In 2012 Flurry Report The International Business Times Retrieved December 17 2012 Gill Bobby December 14 2012 Freemium Games Pave the Way to Riches for App Developers Archived from the original on January 3 2013 Retrieved December 17 2012 LeJacq Yannick September 15 2012 Something For Nothing How The Videogame Industry Is Adapting To A Freemium World The International Business Times Retrieved December 17 2012 Davis Justin July 20 2012 The Dark Future of Freemium Games and How We Can Avoid It IGN Entertainment Inc Retrieved December 17 2012 a b c d Onyett Charles August 2 2011 Death of the Disc Based Game IGN Archived from the original on September 1 2011 Retrieved August 5 2011 a b c d e f Meer Alec March 12 2009 Is free really the future of gaming TechRadar Retrieved August 5 2011 a b c Evans Dean January 21 2008 Free EA games herald greater in game advertising TechRadar Retrieved August 5 2011 Hrodey Matt October 25 2019 Meet the man who invented microtransactions years before Oblivion s horse armour PCGamesN Retrieved October 25 2019 Kong Lily O Connor Justin May 19 2009 Creative Economies Creative Cities Asian European Perspectives Springer Science amp Business Media p 38 ISBN 9781402099496 Retrieved April 5 2017 Wolf Mark J P Iwatani Toru May 22 2015 Video Games Around the World MIT Press p 512 ISBN 9780262328494 Retrieved April 5 2017 세계 최초 넥슨의 부분유료화 이야기 게임플 in Korean December 16 2015 Retrieved April 5 2017 Griliopoulos Dan June 27 2012 The Longest Game The Making of RuneScape PCGamesN Retrieved June 27 2012 RuneScape in Guinness World Records RuneScape News Jagex August 22 2008 Retrieved August 22 2008 Davis Steven 2009 Protecting Games Charles River Media Course Technology p 228 ISBN 978 1 58450 670 6 a b Kelly Neon May 11 2010 BioWare on subscriptions vs free to play VideoGamer Retrieved August 5 2011 2013 09 27 ツイート数は パズドラ より 艦これ ゲームの課金についてのツイート分析 MarkeZine Idolmaster Mobile Game Earns 1 Billion Yen a Month Anime News Network September 27 2012 Retrieved July 19 2013 Daniel Tack October 9 2013 The Subscription Transition MMORPGs And Free To Play Forbes Retrieved February 3 2014 Warcry com Article Massively com July 31 2009 Archived from the original on February 2 2014 Retrieved January 2 2012 News Turbine Lord of the Rings Online Revenues Tripled As Free To Play Game Gamasutra Retrieved January 2 2012 Reahard Jef April 17 2012 SOE trumpets EverQuest s F2P success Joystiq Archived from the original on February 2 2015 Retrieved June 15 2013 Alexa Ray Corriea August 19 2013 Age of Empires Online s lack of new content drove revenue loss Polygon Retrieved February 3 2014 Michael McWhertor October 29 2013 EA cancels Command amp Conquer closes development studio Polygon Retrieved February 3 2014 a b c Valadares Jeferson July 11 2011 Free to play Revenue Overtakes Premium Revenue in the App Store Flurry Archived from the original on August 10 2011 Retrieved August 5 2011 a b Peterson Andrea How two free games made enough money to buy Super Bowl Ads Washington Post Retrieved February 28 2015 Hayward Andrew February 9 2015 Freemium Field Test Game of War Fire Age is even less exciting than its generic Kate Upton commercials Macworld Retrieved February 21 2015 Gaudiosi John July 11 2012 Riot Games League Of Legends Officially Becomes Most Played PC Game In The World Forbes Retrieved November 5 2012 Drain Brendan July 3 2012 The Soapbox League of Legends is the new World of Warcraft Joystiq Archived from the original on February 2 2015 Retrieved November 5 2012 Stapleton Dan June 1 2012 Valve We Won t Charge for Dota 2 Heroes GameSpy Archived from the original on October 30 2012 Retrieved July 19 2012 Stanton Taylor hardly pocket change mobile gamers spend an average of 87 on in app purchases Slice Intelligence Archived from the original on September 13 2016 Retrieved December 12 2016 Game of War s paying players spent an average of 550 on its in app purchases in 2015 VentureBeat April 1 2016 Retrieved July 24 2018 Lovell Nicholas November 16 2011 Whales Dolphins and Minnows the beating heart of a free to play game GamesBrief Retrieved March 16 2021 Davidovici Nora Myriam 2014 Paid and free digital business models innovations in the video game industry Digiworld Economic Journal 94 83 102 Johnson Eric February 26 2014 A Long Tail of Whales Half of Mobile Games Money Comes From 0 15 Percent of Players Carmichael Stephanie March 14 2013 What it means to be a whale and why social gamers are just gamers Venture Beat Retrieved December 20 2016 https www wiwi europa uni de de forschung publikationen projekte dp dokumente 415 Schoeber Stadtmann pdf bare URL PDF Parent Sues Epic Games over Minor Using Real Money on Virtual Fortnite Items Tech February 9 2021 Lelonek Kuleta Bernadeta Bartczuk Rafal Piotr Wiechetek Michal October 12 2020 Pay for play Behavioural patterns of pay to win gaming Computers in Human Behavior 115 2 doi 10 1016 j chb 2020 106592 S2CID 225135723 Alha Kati December 11 2020 The Rise of Free to Play How the revenue model changed games and playing PDF Thesis Tampere University pp 31 109 ISBN 978 952 03 1774 4 Retrieved May 28 2022 a b Huang Eustance May 30 2018 Americans largely won t pay to win a video game but Chinese gamers will CNBC Retrieved August 12 2020 Charles Onyett August 13 2012 Separating Free to Play and Pay to Win IGN Retrieved January 2 2014 Pritpaul Bains and Theresa Delucci August 9 2013 Gaming Roundup What s Wrong With Free to Play Tor books Archived from the original on April 9 2015 Retrieved January 2 2014 Adams Ernest December 19 2013 Fundamentals of Game Design New Riders ISBN 978 0 13 343571 9 Kris Graft June 3 2013 Wargaming kicks pay to win monetization to the curb GamaSutra Retrieved January 30 2014 Jenna Pitcher June 3 2013 Wargaming axes pay to win model in favor of free to win Polygon Retrieved January 30 2014 Vidal Tomas David February 25 2022 The new crypto niche NFTs play to earn and metaverse tokens PDF Finance Research Letters Elsevier 47 2 doi 10 1016 j frl 2022 102742 hdl 10234 199316 S2CID 247137978 Retrieved May 28 2022 Mike Rose July 9 2013 Chasing the Whale Examining the ethics of free to play games Gamasutra Retrieved February 3 2014 Phillips Tom February 28 2013 Parents refused refund by Apple after son spends 1700 on free iPad game Eurogamer Eddie Makuch July 30 2012 Freemium is the future says EA GameSpot Retrieved February 3 2014 Eddie Makuch February 3 2014 Nintendo Free to play is hurting our hardware business GameSpot Retrieved February 3 2014 Clover Juli February 12 2015 Apple Promotes Games Without In App Purchases in App Store MacRumors Retrieved June 5 2016 Paul Ian February 13 2015 Apple highlights games without in app purchases in the App Store Macworld Retrieved June 5 2016 External links edit Making money with free to play games Archived November 2 2012 at the Wayback Machine on CNET What Are The Rewards Of Free To Play MMOs on Gamasutra List of Free to Play PC Games Portal nbsp Video games Retrieved from https en wikipedia org w index php title Free to play amp oldid 1207316676, wikipedia, wiki, book, books, library,

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