Hello everyone,
today, I am going to write something about one specific aspect of World of Tanks (or any “World of” Wargaming product really) – the Free to Play (F2P) business model. Looking at the forums (well, okay, specifically the Czech ones, but the same thing comes up everywhere on occasion), I see a lot of confusion about the “free” part. People do complain that Wargaming shouldn’t charge as much for this and that and that should be for free too and whatnot.
Wargaming is not a charity. It’s a business corporation and it does not exist to entertain anyone, despite how much various Wargaming representatives talk about bringing joy and doing what they do with love and whatnot. It exists to make money. Noone invests millions of dollars in something, that doesn’t bring profit – and so, Wargaming has to charge for something. And that something always brings pay-to-win element into the game – the question is not IF, the question is HOW MUCH.
First, there is this nice little video by Extra Credits again – if you have time, go ahead and watch it (you can skip it, I’ll be describing the effect in the article, but they do it better):
Alright. So, what we have here is the free-to-play model of Wargaming, which they call “free-to-win” or something. In the video, it is cited as one of the good examples of free-to-play monetization and I actually agree. It’s a very delicate balance. You have two aspects of the game, that have to be in equillibrium:
- the ability of the developer to make money off the game
- the ability to play for free with it still being fun
Now, make no mistake. You will always have some pay to win elements, no matter what the developer says and how they argues. What matters is their intensity of course. Sure, you might argue that for example selling “hats” (Team Fortress) might not have any P2W element, but is that really true?




