Free-to-play Game
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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. 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 Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (o ...
software model, in which users are granted access to a fully functional game but are incentivised to pay
microtransaction Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransact ...
s to access additional content. 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 gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely ...
s, before finding wider adoption among games released by major video game publishers to combat
video game piracy Video game piracy is the unauthorized copying and distributing of video game software, and is a form of copyright infringement. It is often cited as a major problem that video game publishers face when distributing their products, due to the eas ...
.


Categories

There are several kinds of free-to-play games: *
Shareware Shareware is a type of proprietary software that is initially shared by the owner for trial use at little or no cost. Often the software has limited functionality or incomplete documentation until the user sends payment to the software developer ...
, 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 Freemium, a portmanteau of the words "free" and "premium," is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical (o ...
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.


Game mechanics

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. 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. Some games, such as id Software's '' Quake Live'', 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. 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

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. 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. The first Nexon game to use it, '' QuizQuiz'', was released in October 1999. Its creator Lee Seungchan would go on to create '' MapleStory''. 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'', '' MapleStory'', and text-based dungeons such as '' Achaea, Dreams of Divine Lands''. 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.
Microtransaction Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransact ...
-based free-to-play
mobile game A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to ...
s and browser games such as '' Puzzle & Dragons'', '' Kantai Collection'' and '' The Idolmaster Cinderella Girls'' also have large player populations in Japan. In particular, the ''
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'' reported that ''Cinderella Girls'' earns over 1 billion yen in revenue monthly from microtransactions. Electronic Arts first adopted the free-to-play concept in one of its games when it released ''
FIFA Online ''FIFA Online'' is a series of online sports games developed by Electronic Arts (EA) based on EA's ''FIFA'' series of games. It is released with a free-to-play model with a focus on the Asian video game market. The first entry in the series was re ...
'' in Korea. In the late 2000s, many MMOs transitioned to the free-to-play model from subscriptions, including subscription-based games such as '' The Lord of the Rings Online: Shadows of Angmar'', '' Age of Conan: Hyborian Adventures'', '' Dungeons & Dragons Online'', and '' Champions Online''. 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. 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. 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. 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'', '' Free Realms'', '' Quake Live'' and '' Team Fortress 2'' appearing in the late 2000s. The experimentation was not successful in every genre, however. Traditional real time strategy franchises such as ''
Age of Empires ''Age of Empires'' is a series of historical real-time strategy video games, originally developed by Ensemble Studios and published by Xbox Game Studios. The first game was ''Age of Empires'', released in 1997. Nine total games within the ser ...
'' 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, and '' Command & Conquer: Generals 2'' was shut down in alpha due to negative reactions from players. In 2011, revenue from free-to-play games overtook revenue from premium games in the top 100 games in Apple's App Store. 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. 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. Nevertheless '' The Washington Post'' noted that the developers of two such games, Supercell ('' Clash of Clans'') and
Machine Zone Machine Zone, Inc. (MZ) is an American privately held technology company, founded in 2008 and based in Palo Alto, California. The company is best known for its widely advertised freemium mobile MMO strategy games '' Game of War: Fire Age'' and ' ...
('' Game of War: Fire Age''), were able to afford Super Bowl commercials in
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featuring big-name celebrities (respectively Liam Neeson and Kate Upton). 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 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created mod for Blizzard Entertainment's '' Warcraft III: Reign of Chaos.'' ''Dota 2' ...
,'' '' Heroes of the Storm'', and '' Smite'' had become among the most popular PC games. The success in the genre has helped convince many video game publishers to copy the free-to-play MOBA model. 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. The highest spending per player in 2015 was in '' Game of War: Fire Age'', where the players that bought products on average spent $550.


Comparison with traditional model

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. 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. It is not unlikely for a very few players to spend tens of thousands of dollars in a game that they enjoy. 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. 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 ic'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. 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 Best Buy Co. Inc. is an American multinational consumer electronics retailer headquartered in Richfield, Minnesota. Originally founded by Richard M. Schulze and James Wheeler in 1966 as an audio specialty store called Sound of Music, it was rebra ...
, a subscription option to unlock extra content, a
collectible card game A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategy game, strategic deck building elements with features of trading cards, introduced with ''Magic: The Gathering'' in ...
, a comic book, and micropayment items that include character customization options. 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. In 2021 the study was used to take legal action against Epic Games, the publisher of ''Fortnite''.


Pay-to-win

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"). In general a game is considered pay-to-win when a player can gain any advantage over their non-paying peers. 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 Gaming may refer to: Games and sports The act of playing games, as in: * Legalized gambling, playing games of chance for money, often referred to in law as "gaming" * Playing a role-playing game, in which players assume fictional roles * Playing ...
fees. A common suggestion for avoiding pay-to-win is for payments to only be used to broaden the experience without affecting gameplay. For example, some games, such as ''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve. The game is a sequel to ''Defense of the Ancients'' (''DotA''), a community-created mod for Blizzard Entertainment's '' Warcraft III: Reign of Chaos.'' ''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. 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. 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 In advertising, a win rate is a percentage metric in programmatic media marketing that measures the number of impressions won over the number of impressions bid. Win rates are used to gauge competition in programmatic buys in a second-payer Vickr ...
, such as purchasing a 100% crew training level, a premium account, premium vehicles, and converting
experience point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experi ...
s to free experience points, remain available for the paying customers only.


Play-to-earn

Play-to-earn, also known as pay-to-earn, is a model of monetization that uses
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and other
blockchain A blockchain is a type of distributed ledger technology (DLT) that consists of growing lists of records, called ''blocks'', that are securely linked together using cryptography. Each block contains a cryptographic hash of the previous block, a ...
technologies.


Nagging

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. Some psychologists, such as Mark D. Griffiths, have criticized the mechanics of freemium games as exploitative, drawing direct parallels to
gambling addiction Problem gambling or ludomania is repetitive gambling behavior despite harm and negative consequences. Problem gambling may be diagnosed as a mental disorder according to ''DSM-5'' if certain diagnostic criteria are met. Pathological gambling is ...
.


Purchases by children

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''.


Outlook

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. 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. Developers such as Electronic Arts have pointed to the success of freemium, saying that microtransactions will inevitably be part of every game. While noting the success of some developers with the model, companies such as
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produce ...
have remained skeptical of free-to-play, preferring to stick to more traditional models of game development and sales. 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".


See also

* List of commercial video games released as freeware * List of PlayStation 4 free-to-play games * Gacha * Loot box


References


External links


"Making money with 'free-to-play' games"
on
CNET ''CNET'' (short for "Computer Network") is an American media website that publishes reviews, news, articles, blogs, podcasts, and videos on technology and consumer electronics globally. ''CNET'' originally produced content for radio and televi ...

"What Are The Rewards Of 'Free-To-Play' MMOs?"
on Gamasutra {{DEFAULTSORT:Free-To-Play * Business models Video game gameplay Video game distribution Revenue models