Home » Monetisation in Video Games: Impact on Players and Developers

Monetisation in Video Games: Impact on Players and Developers

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The world of video games has undergone a profound transformation over the last two decades, and one of the most evident changes has been the evolution of monetisation models. What once meant simply buying a cartridge or disc in a store has given way to a vast ecosystem of business models, designed not only to sustain developers and publishers but also to maintain constant player engagement. Today, these models range from traditional one-time purchases to more elaborate schemes such as free-to-play, micro transactions, battle passes, and subscriptions. Each brings advantages and disadvantages that directly affect both the player’s experience and the economic sustainability of studios. Understanding these dynamics is essential, not only for those within the industry but also for players themselves, who often find themselves caught up in debates about fairness, accessibility, and value.

From Traditional Purchases to Digital Frontiers

For decades, video games followed a simple commercial structure: players bought a game in physical format, owned it permanently, and the transaction ended there. This model generated immediate income for developers but offered few long-term profit opportunities, aside from sequels or expansions.

The shift toward digital distribution in the early 2000s radically changed that landscape. Platforms like Steam, Xbox Live, and PlayStation Network removed many of the costs associated with manufacturing and physical distribution, while digital stores allowed games to be updated after release and additional downloadable content (DLC) to be added. This transition laid the groundwork for today’s predominant monetisation methods and marked the beginning of a more complex relationship between developers and players, where the boundaries between value and ownership became increasingly blurred.

Free-to-Play and Micro transactions

One of the most significant changes in recent years has been the explosion of the free-to-play (F2P) model, with games like League of Legends, Fortnite, and Genshin Impact demonstrating its enormous potential. By removing the barrier of an upfront cost, these titles attract millions of players, who, instead of paying to access the game, are encouraged — or, in some cases, subtly pressured — to spend money on cosmetics, battle passes, or virtual currency.

For developers, this model ensures a steady stream of income as long as the game remains popular, since small purchases from a massive audience can add up to significant profits. On the other hand, players face the dilemma of enjoying a free experience or feeling compelled to spend money to avoid falling behind or to customise their experience. Critics point out that poorly implemented micro transactions can exploit psychological mechanisms to encourage overspending, undermining the sense of achievement traditionally associated with in-game progression.

The Rise of Subscription Services

Subscription models have taken inspiration from streaming platforms like Netflix and Spotify. Services such as Xbox Game Pass, PlayStation Plus Extra, and EA Play offer players access to large game libraries for a monthly fee. For users, the advantages are clear: access to dozens or even hundreds of titles for the price of a single purchase, along with the chance to try games they might not have otherwise considered.

For developers, this model presents both opportunities and challenges. Small studios can gain visibility and reach wider audiences by including their games in these libraries, but financial arrangements vary greatly. Some developers receive upfront payments, while others depend on compensation tied to engagement metrics, which can push them to design mechanics aimed at maximising playtime rather than prioritising creativity. The long-term sustainability of this model remains debated, as it tends to distort perceptions of value and reduce each game to just another product in a massive catalogue.

Pay-to-Win and Its Controversy

Not all monetisation methods are well received. The pay-to-win model, in which players can pay for items or upgrades that grant competitive advantages, has faced heavy criticism. In multiplayer games, this approach creates a clear divide between those willing to pay and those who cannot or choose not to, undermining fair competition and eroding community trust.

From the developer’s perspective, pay-to-win can be profitable in the short term, particularly in markets where competitive advantage is highly valued. However, it often hurts long-term player retention and damages a studio’s reputation. Many players actively avoid titles associated with this model, forcing developers to reconsider how far they can push monetisation without alienating their audience.

Cosmetic Systems and Battle Pass

Cosmetic-based monetisation, often paired with battle passes, has emerged as a middle ground between free-to-play accessibility and pay-to-win mechanics. This model allows players to purchase customisation options that do not affect gameplay, such as skins, emotes, or decorative accessories. Meanwhile, battle passes add a structured progression system that lets players unlock rewards throughout a season, usually split into free and paid tiers.

This approach has been widely accepted because it maintains competitive integrity while generating significant revenue. Players who buy cosmetics often feel they are supporting the game and enjoy a more personalised experience, while developers can reinvest these earnings into frequent updates. However, the model also creates a constant demand for new content, which can lead to developer burnout and unsustainable production cycles.

The Developer’s Perspective

For developers, monetisation is not just a matter of income but survival. Creating a modern game, even in the indie space, requires substantial investment in time, talent, and money. Traditional sales alone often fail to cover these costs, particularly in a crowded market where it is difficult to stand out. Monetisation models such as micro transactions, downloadable content, or subscription deals can offer stability and foster growth.

Yet these methods carry risks. Excessive reliance on aggressive monetisation can severely damage a studio’s reputation, while joining subscription services can leave developers at the mercy of unpredictable algorithms or platform policies. Ultimately, studios are constantly balancing creative ambition with financial necessity — a tension that shapes much of the modern industry.

Conclusion

Monetisation models are at the heart of modern video game culture and economics. From the days of single-purchase cartridges to today’s complex digital ecosystem, each strategy reflects a delicate balance between delivering value and ensuring sustainability. For players, these models define fairness, accessibility, and quality of experience. For developers, they represent both opportunity and challenge in a highly competitive industry.

The most successful approaches will be those that prioritise trust, transparency, and creativity over short-term profit. As audiences grow more demanding, the developers who listen and adapt will thrive, while those who exploit their players will face mounting backlash. Companies like IDC Games have shown that it is possible to innovate in monetisation without losing community respect, and ongoing dialogue between players and creators will remain key to the future of gaming.