"Free-to-play" and "microtransactions" are dirty terms to some. That's understandable. Famous Facebook Skinner boxes like Farmville have clouded attitudes toward today's free to play games, and there's an assumption all microtransaction-driven game design is handicapped by the need to create opportunities to charge players. For some games, this is certainly true, but there are excellent free to play games out there that represent good value for money. Below we've assessed some of the most common methods used by free-to-play games to make money from players, and highlighted some of the fairest examples of free-to-play that are worth your time.
A lot of the distrust toward microtransaction-driven games comes down to the way they habitually obfuscate both what exactly you'll be paying for, and how much you'll be paying for it. This starts with the standard practice of exchanging of standard currency for fake fun-bucks equivalents. In Rift, it's "Credits", in The Old Republic, it's "Cartel Coins", in War Thunder, it's "Golden Eagles", to name just a few. The deliberately awkward exchange rates are of course designed to hide the actual value of the items you're buying, but hiding the value of every transaction at this fundamental level appears highly untrustworthy. Nobody wants to feel like they're being duped, and being as straightforward as possible with customers is the way to solve that.
There's a widespread lack of clarity around the payment systems attached to free to play games. The price and payment method of engaging with a game should be quickly apparent, and expressed in a way that lets players know exactly what they're getting for their money. It should not, like Star Wars: The Old Republic, require the careful study of three different screens to unravel the various interlocking currencies, subscription deals, expansion packs and "preferred status" upgrades available.
Crates/card packs and random chance drops
Team Fortress 2
Mass Effect 3 multiplayer
Hearthstone
If you hand someone a closed box full of promised goodies, many will happily pay you for the crowbar to crack it open. The tremendous power of small random packs of goodies has long been known the creators of physical collectible card games and companies that made football stickers a decade ago. For some, including our former reviews editor Rich McCormick, the allure of a closed box full of goodies is too powerful to resist. Whatever the worth of the randomised prizes inside, the offer of a free chest and the option to buy a key will make a small fortune out of these personalities. For those that like to gamble, these crates often offer a small chance of an ultra-rare item.
In Team Fortress 2 and Dota 2, a chest will drop into your inventory every so often. Keys can be bought with real money, or traded for, and are very popular - five of the seven TF2 store bestsellers are keys right now. As with card packs, the process of discovery and anticipation that goes into opening a box is as exciting as the item inside. Everyone has to decide for themselves whether that's a valuable reward, and whether £1.50 / $2.50 is a worthwhile price for that rush. The important thing is that players know exactly what they're gambling for when opening a box, and have at least a sense of the odds involved. The Team Fortress 2 wiki exposes estimated percentage odds for each crate, but as any Vegas slot machine designer will tell you, revealing all of the maths maths can ruin the glamour of the gamble, and make no mistake, this is gambling.
Boxes are easily deleted and ignored, but receiving one isn't a good experience. At worst, it's a taunting delivery that pops up in the same space used to message gifts. Receiving a crate for the first time, and then learning that it requires a purchase to unlock, is a betrayal of the expectations that the rest of the drop system encourages. The positive side, in the case of TF2 and Dota 2, is that revenue from crate sales goes back to community item creators.
In CCGs like Hearthstone, Fifa's Ultimate Team and Mass Effect 3's multiplayer mode, you can unlock random cards/players/guns from packs earned through in-game money as well as real currency. This accepts payment in the form of a chunk of your spare time, which is a good deal if the game is good. It operated more like a randomised unlock system that you can speed up with money if you wish.
Verdict:
In-game item stores
Buying items
World of Tanks
Tribes: Ascend
League of Legends
There are two main questions to keep in mind when a game is asking you to spend real money for specific items.
1. Can they only be earned by paying up?
2. Are they better than what you have already?
The answer to both, if a game is being as fair as possible, is no. Games like Team Fortress 2 have a selection of alternatives you can unlock for your class. That's alternatives, not straight upgrades. Many combine certain situational benefits at the expense of a well rounded, overall build. The Sniper being given a rifle that shoots piss is not at an obvious advantage, especially when against one that shoots bullets. And, in League of Legends, it's hard to know if the angry polar bear is inherently better than a girl with the shark cannon, but both have their uses when played effectively, and the rotating roster gives you options regardless.
Not that pure upgrades are inherently wrong. In games like World of Tanks, where a natural tier system denotes each country's best metallic beasts, it comes down to matchmaking to keep things fair. Put the paid-up kings against the outgunned newbs and you start edging towards a pay-to-win scenario. Keep everyone grouped around their unlock level, and the only advantage for those that pay is a quicker trip to the top tiers.
Verdict:
Energy bar restrictions
Spiral Knights
Teacher's Story
Farmville
Energy mechanics take various forms, whether action points that expire with every interaction or a continuously dwindling energy meter that stops you from playing when it expires. The crudest variations attempt to encourage the player to buy more energy at the point of expiration, oodling out a few bucks of the sheer frustration of having a game cut short. Subtler time limiting devices are designed to encourage "sessioning," in which players devote five or ten minutes of their time every day to tending to a garden/city. The intent here is to turn the game into a regular life fixture that increases the player’s contact with other the monetisation mechanisms built into the game’s economy.
Energy bar systems straightjacket players in ways that feel entirely arbitrary. You’re not failing to progress because of a lack of skill, but because of the expiration of a made-up, abstract resource. Besides all that, the amount of time you choose to engage with a game should be your choice alone, and a pop-up message that says you’re done unless you buy X or wait 12 hours just feels insulting. Sure, game demos will stop you when you’re having fun and ask you to buy the full game, but players know the rules when they start the download. Energy mechanics, like many microtransactions, are carefully hidden from view until you’ve spent a certain amount of time playing. Very unpleasant.
Verdict: KILL IT WITH FIRE
Cosmetic items
Dota 2
Battlefield Heroes
Guild Wars 2
League of Legends
Offering players ways to stand out is a lucrative business. In the Dota 2 Steam Workshop, item creators compete for audience upvotes and Valve’s approval, and the successful ones have made a small fortune in the process. If you spend a lot of time in a game world with friends, cosmetic items like hats in Team Fortress 2, or new player skins in League of Legends, can set you apart without tipping the game’s systems. At worst, new outfits can corrupt character silhouettes, making battlefields harder to parse at a glance, but this is a minor trade-off for a system that lets developers support themselves and keep games running.
Buying cosmetic items is also a very transparent, obvious transaction. Buy the item for the clearly labelled cost, get the item, it’s yours until the game loses popularity and expires, or the heat death of the universe occurs. There’s no trickery, the integrity of the game is maintained, and everyone gets a nice hat.
Verdict:
Expiration
things you’ve earned that need replenishing with consumables
Fifa Ultimate Card thing (player renewal contracts)
Bullet Run (Weapon degradation)
Expiration systems cause components of the game that you use regularly to wear out and break unless a certain amount of money is spent on repairs. In Fifa’s Ultimate Team mode, players are benched if their contract expires, and you need to apply new contract cards to get them back on the pitch. These are dropped randomly in card packs that can be bought with in-game money or real money. If you pay for contract cards to support a player you bought through a card pack or on the transfer market then you’re essentially paying ongoing rental costs for a virtual product you’ve already bought. Sometimes expiration targets in-game currency, asking you to spend in-game currency on restoring expired items so that you run short, and might feel the need to top up that currency with a purchase.
Being charged money to maintain the status quo earned through play is terrible, and can undermine any sense of achievement you may have enjoyed earning your gear. It’s also -creates a persistent, unpleasant pressure to pay and is an unsatisfactory purchase if you do cave in. You know that you’ll have to pay again to recharge that item/player/gun soon enough. Expiration creates that poisonous sense of being slowly nickel-and-dimed.
Item rental
Battlefield play4free, I think?
Need for Speed World (was/is awful for this)
Quake Live - wasn't the only thing you really had to pay for rented server access?
You could frame the renting of in-game items as a more transparent take on the expiration mechanic. In most cases you’ll understand exactly how long you’re getting an item, which can be tricky to ascertain in energy systems when you’re buying an abstract resource that’ll deplete as you play. The difficulty with rental items is that, in order for them to be desirable enough to purchase for a limited period, they need to be powerful. Need For Speed World let players rent blindingly fast supercars to take into races with ordinary cars, ruining the experience of the majority for the benefit of the paying few.
Even if a rented item isn’t overpowered, the perception among players that it must be is almost as damaging. The same effect applies to any in-game item purchases. If there’s a price tag attached, it’s natural to assume that it’s more powerful in some way, and if a competitive game doesn’t feel balanced it quickly becomes more frustrating than fun. Also, the notion of paying for a virtual item is enough of a barrier for many, the idea of paying for one that’ll disappear in a few days is even more absurd.
Verdict:
One-off account upgrades
Star Wars: The Old Republic - inventory slots, the ability to resurrect, basically everything
TF2 - free players have account/drop restrictions until they spend money - for any item - in game.
The one-off upgrade offers a limited feature-set to new players that expands when you pay a one-off sum. In Team Fortress 2, buying an item, any item, at any cost, will upgrade a free account to a “premium” one. Free players have a backpack limit of 50 slots, doesn’t have access to rare and cosmetic items, and have access to limited selection of crafting blueprints. Buying anything from the Mann-Co store expands the backpack to 300 items and removes trading and crafting limits. Star Wars: The Old Republic’s free to play transition added more severe limits, constraining free players to handful of space missions and dungeons per week, forbidding new players from sprinting until level 10. Those limits could be lifted with any purchase of more than $5 on the in-game store.
The cost of transitioning to a less limited set-up is often minor, the intention being to familiarise players with the game’s shop and, in some cases, get players to enter card details. Team Fortress 2 is entirely playable with its free-to-play limits in place, but The Old Republic’s draconian restrictions leverage player frustration to incite a purchase. Not good. The expanding number of payment options that surround free-to-play games make them a daunting prospect for some. Just try deciphering this table for The Old Republic - http://www.swtor.com/free/features - The most important questionXXX
Account Buffs
Tribes: Ascend
Guild Wars 2
World of Tanks
Buffs give a temporary percentage increase in the amount of gold, XP, or other desirables that the player can earn through regular play. It's another example of microtransactions allowing players to pay to reduce the time spent between rewards. Unlike energy, though, buffs are a bonus applied to someone who pays, not a penalty against someone who doesn't. That's a key difference in their philosophy that, for the most part, stops them being exploitative.
For them to work, it requires a careful balancing of item prices and levelling progress. There's a strange psychology here. If a game is enjoyable, then a lengthy spell between rewards shouldn't be a problem. But if progression and upgrades are built into the DNA of a game, having to wait too long for them can feel frustrating. It's a question of fairness. A community has an innate sense of whether they're being artificially held back. If a game is perceived as a grind, then it's sacrificing a player's potential enjoyment by making the buff a requirement, rather than a bonus.
It's not just currency that can be boosted. In the case of Card Hunter, your account subscription provides you with an extra piece of loot for every quest you complete. It's an upgrade that neatly sidesteps the balance problem. It doesn't feel like a significant loss compared to the 2-4 rewards you get in regular play, but a guaranteed rarity makes for a nice bonus for those who do subscribe.
Verdict:
Mini-DLC
Shogun 2 blood pack
Saints Row 4 GATV pack
Paradox portraits etc.
There are loads of these
Blurring the line between microtransaction and full-fat DLC are these purchasable packs of extras and bonuses. Rather than a free-to-play focus, you'll generally find these attached to AAA releases. We're talking the added profile portraits of Crusader Kings II, the silenced sniper of Deus Ex: Human Revolution, the Air Propulsion Gun of Just Cause 2, and the squirting blood of Shogun 2 (to name just a fraction of a percent).
As a practice, these mini-DLC packs are the most variable in quality of all the microtransaction methods. There's nothing inherently wrong with providing fans with a fun extra to flesh out a world they're enjoying, but too often they're created with little attention to balance or value. The worst, inevitably, were once pre-order bonuses leveraged as an incentive to tempt early buyers. As well as the aforementioned sniper rifle, DX:HR's Tactical Enhancement Pack added 10,000 credits at the start of the game - effectively destroying many of the game's early purchasing choices.
For non-narrative led, systems-driven games, mini-DLC seems to fare better. Crusader Kings 2's profiles and music packs focus on aesthetic improvements in a game about strategic depth, while Civ 5's extra civilisations expand user specialisation, without changing the core of the game. But that doesn't mean that other types of games can't utilise mini-DLC in a way that adds something enjoyable for the user, that doesn't make the original game feel lacking without.
Verdict:
Free-to-play games that get it right
Dota 2 - You can buy cosmetic items like character armour and alternative announcer packs, none of which alter the balance of the game. Dota 2 can be played to a highly competitive level without any need to pay. The items Dota players buy are expressions of fandom
Team Fortress 2
Card Hunter - Card Hunter's premium items feel like a sugary bonus on top of a heap of good loot you'd earn through play anyway, and you always have the welcome choice of being able to pay a flat $20 fee to unlock all of the quests and content, making it a traditional pay-to-play game.
Guild Wars 2 - You'll have to buy the game to play Guild Wars 2, but there's no subscription fee, and many of the XP boosts, dyes and other store goodies are given as levelling gifts as you play.
Tribes Ascend in its early days
League of Legends - LoL's rotating selection of playable characters gives free players a wide slice of the game
Rift: we linked to Star Wars: The Old Republic's payment option screens above. Here's Rift's.