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Mobile game screen showing a countdown timer and a virtual currency store

Free-to-play sells the way out of a designed frustration

I installed a management game on my phone to kill twenty minutes on a train. After a quarter of an hour, a building needed three hours of waiting. Or a few gems, which I didn’t have. A bundle was waiting for me at the price of a coffee, warmly highlighted. The game hadn’t broken. It had just worked exactly as intended.

Friction is an engineering part, not an accident

In a game you pay for once, a painful wait is a design bug: it drives the player away and earns nothing. In a free game, the same wait is a shop window. The timer, the energy gauge that empties after five matches, the inventory that’s too small, the crafting that needs a resource barely produced: each of these annoyances has a price tag right beside it.

Dual currency completes the setup. There are the coins you earn by playing, plentiful and useless, and the premium currency you buy, scarce and the only thing able to unlock what matters. The exchange rate between the two only runs one way. The bundles also have to land awkwardly: never exactly the amount you need, always a leftover that lingers, so the next purchase already feels half started.

The game isn’t designed for you, it’s designed for the people who pay

The vast majority of players in a free-to-play game never spend anything. The revenue comes from a minority who spend a lot, and the balancing follows that minority. Free players aren’t failed customers, they’re the scenery: they fill the leaderboards, they provide opponents, they supply the audience in front of which the paying player shows off a rare mount. Without them, there is nothing to buy.

That changes the nature of the job. You no longer build an experience and you no longer try to have the player leave happy. You instrument a loop, measure retention at day one, day seven, day thirty, and adjust the points where it bends. Studios hire data analysts for the same reason casinos employ mathematicians. The difference is that the casino at least has the honesty to call itself a casino.

What makes the matter tricky

Free-to-play really opened video games to people who would never have paid the price of a boxed game. Some free games are excellent, generous, playable for hundreds of hours without paying, and I still spend evenings on them. The model isn’t dirty by nature: it becomes toxic when design stops looking for pleasure and starts targeting impatience and pride, and when paid chance enters the equation.

Loot boxes eventually attracted regulators in several countries, who asked whether selling a sealed envelope to a child counts as commerce or as gambling. The industry answered by publishing drop rates in small print and renaming the envelopes.

These days, I delete a game as soon as a countdown runs longer than my journey. The management game, for its part, still sends me notifications to tell me my harvest is ready and I’m not there.

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Sources

What I read, watched or checked while writing this article.

  1. Wikipedia (fr): definition and business models of free-to-play, including freemium and pay-to-win fr.wikipedia.org (opens in a new tab)
  2. Wikipedia (en): microtransactions and premium virtual currency as a main source of revenue en.wikipedia.org (opens in a new tab)
  3. Wikipedia (en): loot boxes, their random mechanics and the regulations adopted in several countries en.wikipedia.org (opens in a new tab)