So Why?
There appears to be no full definition of p2w for a couple of reasons:
- It is a derogatory term when used to describe a game. What this means is that no game company wants its game described as p2w and people who enjoy playing games described as p2w will respond in a negative fashion whenever their game is called p2w. This was made particularly obvious in one of the youtube videos that comes up when searching for p2w, where there's an excellent discussion of free to play, buy to play, etc., which degenerates when the term p2w is discussed for a game that the author plays.
- While the concept of "pay to win" seems fairly simple, the games being accused of p2w don't have a "pay money, press button, and then win" simplicity. The conversion of cash to power and whether or not that means winning or what winning even is can be ambiguous. I think a lot of people may disagree about what winning is and then it just gets worse when you start trying to attach winning to how money bought it. To take a thought experiment example to its max, while most people agree that cosmetic items are not p2w, a cyber whore might disagree as wearing the right outfit might encourage more people to give her gold and for her, getting gold is "winning".
- P2w arguments often confuse exploitive practices by game companies as being p2w when they may just about exploiting players and don't have anything to do with making people pay to win. In other words, exploitative practices are a different issue that sometimes intermingles with p2w, but doesn't have to.
The Game History Behind P2W
MMO games where the pay to win term was born were subscription model games with a lot of what people now call "grind". At some point, high salaried professionals figured out that they could pay somebody else to grind for them and it would cost less than their time was worth if they did the grind themselves. There's a great video about this where an Everquest developer talks about how this all started out and what happened as gold selling companies became more prominent. Game designs have changed due to secondary markets quite a bit.
Some players didn't even (and still don't) bother to level their own characters and learn the game before they reach the end game. I personally have memories of old Vanilla WoW where you'd occasionally get a pick up group and have a rogue that didn't know how to sap or a priest that didn't know all the heal skills. It was never a positive experience. Even in current games, secondary markets can still give you end game gear if you're paying somebody to play your character for you. And that's literally "pay to win".
However, in trying to combat secondary markets, games have changed to help provide some of the benefits that secondary markets gave players. The extent to which they do this varies - from strictly cosmetic items to full gear sets. And that's how the pay to win model has evolved into a core component of actual games.
So What is P2W?
There are some consistent things about modern P2W:
- There appear to be two MAIN types of winning that we can discuss:
- Pay for coin/stat/skills Advantage: you pay for potions or skills or anything that can potentially give you an advantage from payment that regular players may not be able to obtain by playing the game
- Pay for time Advantage: you pay for anything that will save you time in playing the game such as XP boosts, crafting boosts, rez stones, teleport stones, etc.
- Pay for coin/stat/skills Advantage: you pay for potions or skills or anything that can potentially give you an advantage from payment that regular players may not be able to obtain by playing the game
- It mostly happens in games with a cash shop: you need to be able to make purchases in order for the pay part of p2w to happen. We can probably ignore the RMT issues here since they've become a different issue - one of "buying illegal gold". There is one exception to this that I've seen - if a game gives rewards for sub length, then it is technically possible for those rewards to be p2w where the payment is the length of the subscription time.
- It is a derogatory term: the concept of p2w suggests that players do not need skill or to actually play the game. They just need a fat wallet. This is not entirely true for all p2w except for the most extreme cases, but extremes are what are most often considered by players.
- It is not a binary term, but a slider that goes from nothing all the way up to O.o: This is where most players get confused when trying to debate the p2w concept. Rather than talking about what a spectrum of p2w looks like, they pick items and say they either are or are not p2w. There is probably a lot more consensus about where on the spectrum different items are than what the personal dividing line a person can "take" on the spectrum is. And different people are going to have different amounts of p2w that they can take before quitting a game. What is your breaking point on the spectrum and where are different items located?

- It is common practice for companies to try and hide it: I put the megaphone on the list above for this reason. If I have a megaphone in a Perfect World game, then I can sell a high cost item much more easily as I can shout out to the whole server my trading info. So I will have more money and with that I can buy more power potentially. With a few exceptions (I'm looking at you Perfect World), very few companies actually go all the way to the end and have you purchase end game power items directly. Instead, they put stuff that's lower on the spectrum that contributes to power in the game such as endless health potions on a separate cooldown from regular in game potions. And yes, if I have a potion that gives me more health than you can get unless you pay, it's contributing to winning and it's on the spectrum more than if I wear a sexy suit or dress. Probably more than the megaphone too. There are some interesting arguments based on economics and HOW MUCH different items are affecting end game power. So if there's a spectrum, where are different things in relation to each other?
- It may not be you and your time for the game - it may be the design of the game itself. P2w that is not at the end of the spectrum is often touted as "time savings" rather than p2w. Let's face it, playing games these days are all about time sinks. That's all the game can do since players consume content faster than developers can make it. Items you pay for to bypass/reduce time sinks generally get you closer to the end game and max power capability. It's further along the spectrum than cosmetic items, but many people think that it's "ok" because the game may have silly super hard time sinks to get to that end game. If getting to that end game was super fun, why would you want to bypass it all? Of course, who knows if the sinks in the game were designed specifically for that cash shop or not. More about that under player exploitation below.
From the above, I hope that in this topic we can have a good discussion involving what items people have seen that add to the p2w elements of a game as well as where they go on the spectrum of such elements. What a "win" is needs to be further discussed as well.
Psychological Exploitation and Cash Shops
I mentioned player exploitation above and it's important to that the p2w spectrum be considered with this in mind since power is something that players want and it's an easy source of exploitation by game companies. Games are designed with cash shops in mind and mmo game designs have changed extensively in recent years due to the introduction of cash shops. A good example of this that's easily accessible is a talk given at a game development conference in China.
The speaker was quite blunt with what they considered and how they considered it (and offensive from the player's perspective), but it's important to know what these people are thinking about when they DESIGN modern online games with a cash shop.
We need to be more educated as players about player exploitation in its many forms. If we are not, then design practices are only going to become more and more about milking players and less about their overall experiences with the game.
Speaking of which, here is a listing of different methods of psychological exploitation for gambling.
Gambling establishments have studied this extensively and are very well aware of how they get players to part with their money. Parts of the list that I find tend to work well in games with a cash shop are:
- Money is converted to "credits", tokens, or chips. This abstraction makes it harder to keep track of how much money has actually been lost. Once real money has been converted to play money, it takes significant mental effort and discipline to cash out, even after a win.
- Customers receive frequent, small prizes at irregular intervals. This encourages continued betting in the hope of getting a big jackpot. Think about lock boxes of any sort here.
- Players are kept in games by giving out hourly "tickets" that can be handed in for prizes. Tickets may also be bought in some games.
- Lock boxes may be programmed with "near misses" to make customers think that they are close to winning. The psychological stimulus of almost winning augments the desire to continue playing to try to get a big prize.
- Public announcements of large wins serves to convince players who have been losing on nearby machines that it is possible to win by continuing to play.
- The absence of obvious clocks relaxes the customers and makes them lose track of time.
- Game companies may establish a tier system with labels of "platinum", "titanium", and "diamond" for the more prestigious players, whereas the ordinary players are assigned categories like "gold" or "red label". The higher ranks with greater fringe benefits can only be achieved by increased level of play or by winning large jackpots.
The fact that I can take a list for gambling and with minor modifications fit most of it into cash shop gaming should cause people some concern. Gambling is a highly regulated industry because of the extensive black market elements that it tends to attract. Making sure that casinos don't "cheat" is important as is regulating them for the potential of money laundering and other issues.
I would like to suggest that some games with cash shops are headed this way, but they're not there yet. You just need to look at parallels in articles such as this one about Diablo 3 as a sweatshop to see what's coming. I don't agree with the whole article, but the parallels it draws with gambling are interesting.
It remains very rare for a game to state the odds of getting different items out of its lock boxes and it's common for drop tables in games with real money conversions to change at the whim of the company. I'm not even going to get into the various accusations of GM tampering with rare item drops for specific customers. There is a lot of money to be made and there is no oversight. We don't even know for sure if the lock boxes sold by a game company are "fair" or if they contain code that considers how much you've paid the company so far in order to determine the drop table.
This has large consequences when applied to in game power gains in p2w situations.
It reminds me of a specific Perfect World game where you needed a rare drop pet from a lock box for end game pvp. Obtaining the end game pet wasn't the end of it though - you then had to outfit the pet with expensive aoe spells. At that point you could easily kill anybody without the pet or aoe spells from the cash shop. I knew somebody that really wanted that power and spent over $1k in a month to try and get just the pet. And that was BEFORE they nerfed the drop rate of the pets. I can't even think of how you would get into a similar situation in reality - unless it involved some sort of illegal operation.
This post has been edited by Nobody: 11 February 2013 - 02:02 PM

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