The Free Trade

Free-to-play is a concept that's either exciting, terrifying or both.

Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.

Any business as big as the videogames industry is inevitably going to face a range of complex trading challenges. Everyone working in the games business has a shopping list of problems which the market needs to surmount - ranging from "good" problems like the challenge of addressing changing demographics and developing markets, through to the "bad" problems like piracy and the increasing bitterness regarding the second-hand trade.

One of the biggest challenges which videogames are going to face in the coming years, however, is a slightly more abstract business concept. Ushered in by the digital era - not just by the technology, but by the subtle yet fundamental shifts in consumers' thinking created by that technology - the concept of Free is slowly gathering pace, and threatens to wash away many of the business models which have supported media industries for a century or more.

The notion of Free isn't new in economics, of course. It's well understood that as a commodity becomes less rare, its value tends towards zero. When something becomes sufficiently commonplace, you can no longer charge a notable price for it - unless you artificially create a market based around image and prestige (bottled water) or find a way to add value (pure oxygen canisters, flavoured water).

You can also create artificial scarcity to keep prices high, although there are obvious moral problems with doing that with anything other than luxury items - and markets, like networks, interpret this kind of interference as damage, and usually find a route around it.

The similarity of markets to networks in this regard is important, because it's exactly this trait which is leading us towards such a drastic re-imagining of the economic basis for media industries. Media has always been maintained as a scarce, high-value luxury item. Physical media created an artificial scarcity which enabled prices to be kept high, and while the market did route around this to some extent - cassette to cassette copying of games and music is a good example - in general, the barriers held firm.

Digital technology has changed that scenario entirely. The advent of the internet completely removes the rarity value of information and media. Modern swarm technology, like BitTorrent, makes it possible to "create" and distribute hundreds of thousands of copies of a piece of media in a matter of minutes or hours for practically zero cost. That's not just a geeky technological consideration - it totally changes the game, and shifts the perception of media's value in the perception of consumers. Media's value tends to zero. The concept of Free steps in through the back door.

This isn't just about piracy, but piracy is at the vanguard of where this is leading us. The industry overstates the economic impact of piracy today, but tends to underestimate its impact tomorrow. Pirates can distribute your software more quickly, to more people, at a lower cost and more efficiently than your own distribution methods can - and the product they distribute is often more functional and appealing, with fewer restrictions on consumers' use of it, than the one you're distributing.

Thankfully, due to the moral and legal implications, most consumers still won't turn to piracy for their media. This is, however, only a short stay of execution. Even those who don't turn to piracy are having their perception of the value of media changed by the existence of that piracy. The games industry is like a stall selling bottled water, which has suddenly had a free water cooler set up next to it. Initially, most customers will probably still buy bottled water, but their value perception will inevitably be changed by the availability of essentially the same product for free next door. The stallholder will eventually be forced to change his business - offering more value, reducing prices, or starting to sell something very different.

The hardware dongle function of videogame consoles protects that part of the industry from rampant piracy, but it can't protect it from the "water cooler effect". On other platforms, where piracy is easier, the effect will be even more pronounced - and that's where Free takes over.

Free isn't about piracy. Free is about pioneering game companies recognising the decline in consumers' perception of the value of media, and deciding to short-circuit this decline by switching business models and giving their products away for free. Free means dispensing with boxed products except as promotional items, throwing away up-front costs, and relying on the ability of a game to pull consumers back for long enough to make money through advertising, micro-transactions, game time cards or other services.

Of course, the rise of Free will in itself drive another nail into the coffin of Paid. Piracy provided consumers with their first taste of media as non-scarce commodity, of videogames as something distributed like confetti over the internet's practically limitless (for these purposes) bandwidth and storage, but piracy was tainted with legal and moral unpleasantness. Truly Free products will have even more impact, stripping that commoditisation of any legal grey area and creating a market where paying $30 to $60 up front for a piece of media seems utterly unjustifiable.

I've talked before about the importance of the sense of ownership to many consumers, and that remains absolutely true - but Free is another market force which, while not necessarily in opposition to ownership, needs to be balanced against it. Consumers want to own things, even digital things - they want the sense that they have a library of media with which they can do as they please. Free doesn't change that, but it does allow media holders to reign back on many implications of ownership - you don't need a second-hand market for a free product, for example.

The bad news is that many western companies are going to struggle to catch up with the Free concept. Wedded to the idea of selling boxed products and moving on to the next game, western (and Japanese) publishers are far behind their counterparts in developing economies such as China, where rampant piracy has forced publishers to think outside the box for many years. That was a reaction to a localised problem, but it turns out to have been exactly the strategy that the global market will need in years to come.

The worse news is that some companies simply aren't going to make the transition. The move away from traditional business models in the coming decade is going to leave many firms high and dry, as they struggle to find a way to replace boxed game revenues with ongoing revenue streams from Free products.

The worst affected will be those who assume that the Free market won't cannibalise the boxed games market, dismissing it as being a new market demographic unrelated to existing sales. This will, I suspect, be a common mistake - but even today, the availability of Free, be it legal or illegal, is starting to have an impact on gamers' willingness to pay boxed game prices. Within a decade, I suspect that only expensive peripherals and very special collectors' editions, filled with added value, will be able to command anything like the prices we now pay for standard boxed games.

Free is a concept that's either exciting, terrifying or both, depending on where you stand in the market today. It's a concept that's going to radically shake up every media industry, not just games - and it's a concept that's utterly unstoppable. The market and the network will interpret interference as damage and route around it.

When pirates are giving away your games in a more efficient distribution model than your own expensive one, and when your competitors are building compelling experiences and handing them out for free, entirely legally, the only sensible choice is to embrace the future. Those firms who decide to hold out and build sandcastles against the tide are going to get more than their feet wet.

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Comments (18) Latest comment 2 years ago

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  • DFawkes #1 3 years ago

    I've certainly stopped subbing to MMOs, now we're getting to the point some of the free to play ones are getting very close in quality to subscription based ones. Of course the likes of WoW will be fine, but lesser paid MMOs are occasionally making the quite switch to micro transaction based.

    With free games now becomeing so easy to find, like the original Grand Theft Auto games, or an ad-supported Peince of Persia SoT, gamers are given plenty of choice even if skint :) I can't complain about that, but there will always be stuff I'm more than willing to pay good old cash for.
  • Averice #2 3 years ago

    For me, the only games I will pay for are MMO's at this point. Whenever I buy a non MMO it is riddled with bugs that have no future to be fixed, honestly seemingly more and more on purpose as well just so that the real "final" game comes out 3 months after you pay for it, but at that point I'm no longer interested and usually the "patches" break more than they fix.

    Many games just do not have the quality worthy of my money. Empire: Total War and Age of Conan for example. When companies can get away with high profile marketing just to screw over their fan base for a cash infusion, that's what's killing the "paid value" of video games for me. "Hey guys, buy it on Steam so you can't ever get your money back," is also a terrible business model IMO.

    I'm probably not the norm here, as I don't even own an up to date console because console games are generally a waste of money. 60$ for < 10 hours of choppy entertainment? No thanks. Obviously that's only describing about 75% of console games. When something I seriously want to play comes out on a console, aka the next Final Fantasy, that's what makes me buy a console, not the potential for good games to eventually show up. And even then, I'll wait to see reviews.

    I'm more than happy to pay a company who exchanges my cash for what they tell me they're selling. When they produce terrible products I stop buying. Basically, I don't really see that video games have gone from luxury to completely free. I feel that they have gone from luxury to something I can buy at the grocery store. If I download a potential game it's the same as picking up a piece of fruit and looking for mold.

    One major problem with the industry, at least PC, is the decline of demo's, so the company can try and get you to buy what they're selling. Most companies don't even bother to demo a game because they believe it will sell whether they do or not. If companies offered a free demo alternative to testing out a game rather then forcing the choice between buying a pretty box or just downloading the whole thing for free, I think it would help them, assuming that their game isn't terrible, but then that's always the problem again, most games produced are terrible.
  • moshegy #3 3 years ago

    I don't like this article a whole lot. It prophetizes the future of something it doesn't tell us what is on a market it doesn't define. What is free-to-play and what market are we talking about? Is it companies who run with micro-transactions, taxation of real money transfers in game, selling add-space and so on? Will it compete with high quality titles like World of Warcraft and Fallout 3 or just low quality games that are already struggling to sell?

    And isn't free-to-play already a force to be reckoned with in our part of the world? Today the biggest online segment of players consists of women over 30 (or something along those lines) who play things like flash games on yahoo or internet poker, and those are free-to-play games aren't they? While that's certainly a market you're foolish to miss out on it doesn't directly compete with high quality video games yet.

    China adobted new business models because of extensive piracy, the music industry seem to be doing something similar in our part of the world. I mean, you can legally steam music from a ton of different services these days. I don't think the video game industry is quite at that point yet, especially with services like windows live, steam and the upcoming Battle.net v2. Heh, well maybe I'm a bit old fashioned but I honestly can't think of a single free-to-play game that's of a high enough quality for me to spend time on. :p So while the model will probably either send low quality producers trembling, or adapting, I just don't think it'll affect studeos along the lines of Blizzard, Valve, Relic or Bioware overly.
    Edited by 2 at 18/07/09 @ 13:24
  • Kerome #4 3 years ago

    The article is kinda average, but it's a problem, for sure. The prevalence of free media - music, video's, and so on - over the last decade has created a generation of young people who are no longer willing to pay for any kind of entertainment media. Recent surveys on the subject have been frankly quite scary.

    But Free-to-Play is in reality not much more than an extended demo. You do, inevitably, end up paying somewhere along the line, either in terms of forced microcharges or advertising. Games which are truly free-to-play will not last very long - everything costs something to run, and that money has to come from somewhere. The problem is, will they draw in so many customers while they try to make a buck that the profitability of the rest of the industry is affected?
  • superjag86 #5 3 years ago

    Good article, it was an interesting read. In the case of the PC market the concept of Free is definitely more pertinent than it is for consoles where the restrictions imposed by physical media will still dominate for a while. I like your "bottled water" analogy.
  • Silvervein #6 3 years ago

    Interesting read.
    I noticed one assumption though: that free and paid for games offer the same value. So far, the difference is there, and in majority of cases, is significant. Due to that (if there is no change) I doubt that free games will be such a motor of change as this article makes them to be.
  • dominalien #7 3 years ago

    "Thankfully, due to the moral and legal implications, most consumers still won't turn to piracy for their media."

    This sentence is not entirely true. As in, it's false.
  • DaemonSpawn #8 3 years ago

    Looking at today's "free" games I fear that maybe the author can be right about their domination in future. It's very strange though how such products are considered "free" if every consumer HAS to pay, pay and pay in these games to get something like a good gameplay.
    When I buy multiplayer shooter I can be sure that my personal skills are the only thing that defies my place in the game, my progression and so on. I just pay initial fee for media (DVD) and key - and that's all. When I download "free" multiplayer shooter I can be pretty sure that game contains some extremely well-designed (at very early stage of development) flaws which WILL spoil my experiense as long as I don't pay.

    It's just like that 'free" water cooler adds chemical causing Diarrhea into water and there's a man nearby who gladly sells you temporal antidote. Personally I prefer to pay immediate full price for my entertainment than to use "free" inferior service and pay anyway to make it comparable with "non-free" one. Problem is the service will still be a little shitty in most cases while resulting price - higher.

    Again, one can look at TV - why people pay for cable/satellite one when they can enjoy free which is in theory...hm... "good enough"? Why prople still buy DVDs and download movies from video on demand services? Why they go to cinemas? Don't they see that completely FREE almost-alternative is available, stupid bastards!
    Edited by 2 at 19/07/09 @ 08:19
  • thesombrerokid #9 3 years ago

    a lot of people are kind of missing the point here, the percieved value of media is in decline.

    Radio(a medium of the past) fires coutless adds at you and shoves specific tracks at you is in contrast to spotify(a medium of the present) that hit's you with 1 add every half an hour so short i've never heard one in the day or so i was messing arond with it, and lets you pick the songs to hear.

    This proves at least for music that the percieved value over the last 2 decades has shrank a great deal.
  • DaemonSpawn #10 3 years ago

    2 thesombrerokid
    That proves nothing! Percieved value of music has nothing to do with ads on radio and streaming audio services. Running traditional radio is MUCH more expensive than its streaming counterpart. You have to get expensive broadcasting equipment (or rent one), you have to license a frequency, you have to hire plenty of people for different jobs, you have to rent an office somewhere and so on.
    With streaming "radio" the only needed thing is a computer with good internet connection (of course with more listeners bandwidth should be adequate but my $25 upload speed of 25mbod is enough for ~130 listeners on 192kbps bitrate which is just $0.19 a month per listener. And most of people don't listen music 24/7 so you can easily double that 130). Of course there's a problem with licensing, but it's (in theory) much easier to solve it in our case than with traditional radio because you know EXACTLY how many people listened any given song so you could make a deal with labels...
    So no - percieved value of music hasn't changed for last couple of decades but value of traditional media (e.g. radio or CDs) has.

    Look at the ad-supported radio as a "free" music distribution model - you get some random tracks free of charge complete with tons of ads and other crap. If you really like some artist's music you have to use "non-free" model - buy CDs, mp3s from online store or download it from torrents (which is illegal of course but so is with games including free-to-play ones or MMOs at large - there're pirate servers of even wow!). Both models are co-existing and I think that something like that will be in game industry: those who want high quality service will always have to pay premium.
    Nothing. Is. Ever. Free.
    Edited by 1 at 19/07/09 @ 13:40
  • crazyhorse174 #11 3 years ago

    Couldnt they just have listed all the legal free games and let us go and try them for ourselves and make our own minds up??
  • Kerome #12 3 years ago

    The parallel with radio vs cd doesn't entirely hold - radio is not indexable, while CDs are... What you pay for when you buy a cd is the ability to choose what to listen to. Free games are a direct competitor to paid games, it's like comparing ad-supported TV with fully paid-up non-ad TV. Guess which is more popular ;p

    I've suspected for a long time that what got the music industry into trouble was a combination of low earners wanting what they couldn't have, a sudden ease of copying, and a lack of moral hazard... No way to prove it one way or another, but most of the console industry should be immune... Console discs are never going to be as easy to copy as a music cd.
  • DaemonSpawn #13 3 years ago

    2 Kerome
    "console industry should be immune... Console discs are never going to be as easy to copy as a music cd."
    Tell it to the PSP. All you have to do is get custom firmwared handheld (which is pretty simple now with latest exploits even for 3000 model) and then just download game images then copy them to memory stick. That's it! How exactly is that more difficult then downloading mp3s? For Xbox 360 you again are in need of console with custom firmwared DVD drive. After you get one method is simple - download game image then burn it to dual-layer DVD. For NDS there're numerous hacked cards which can be used quite like described above for the PSP. There're chipped Wiis, PS2s, Xboxes (first ones), GameCubes and so on. PS3 is practically the only game console with good protection for now.
    Even playing illegal game copies on PC is MUCH more difficult than console ones, especially games protected by latest StarForce versions. And you should definitely try ArmA - its anti-pirate system is above awesome! Poor, poor underprotected consoles - how can they can they even survive? So protection and piracy have nothing to do with financial profit as it turns out.

    "Free games are a direct competitor to paid games, it's like comparing ad-supported TV with fully paid-up non-ad TV. Guess which is more popular"
    Take a guess.
    Edited by 1 at 19/07/09 @ 19:01
  • thesombrerokid #14 3 years ago

    spotify is not internet radio, you choose what to listen to, it's analogus to a mp3 collection which you listen to adds between
  • BabyJesus #15 3 years ago

    Interesting article, enjoyed reading that.
  • Kerome #16 3 years ago

    Spotify is an interesting model... When people like MS join in it's generally a sign that it will take off... But a couple of free-to-play games is not analogous to spotify... Something like OnLive running 100s of games as a subscription service would come close though.

    About consoles what I said was 'most of the console market should be immune', which seems reasonable... As long as the hardware needs to be chipped there's a barrier which most people won't cross - you loose your warranty and so on. A determined hacker will always be able to crack security, but that's not a big deal - hardly worth mentioning really - as long as it doesn't become a culture-wide phenomenon (which music sharing did do). If it does, there probably will be no games other than small/casual stuff and MMO's in another 10 years, investors just won't be putting up the 20m+ it costs if they won't see it back.

    The music industry has a lot of other revenue streams - concerts and so on - and these days that's where much of their revenue comes from, they're not totally dependent on selling music as albums or singles. With games well, can you imagine selling tickets to a game development jam?
    Edited by 1 at 20/07/09 @ 07:25
  • TeeJay #17 3 years ago

    I have theoretically had access to "free" (pirated) PC games for a fair number of years already, and I also play free browser games such as Off-Road Velociraptor Safari. Games like Fallout 1, Hitman: Blood Money and Psychonauts are available for free on GameTap and there are various free mods for games like HL2 or the NWN games.

    However I am still willing to spend money on games. It's true that I usually spend between £5 and £15, maybe up to £25 max, rather than the 'full price' RRP, but I am happy to support developers, have the physical backup of a disk or the convenience of Steam and avoid adverts or being reliant on a portal or other intermediate software installation and being sure I haven't downloaded malware.

    I don't think it is as simple as "Free" versus "Paid" ... a lot to variables and psychology goes into weighing up my "willingness to pay" for anything, from a glass of water, a newspaper/magasine or a game and doing the cost-versus-benefit calculation.
  • medina_crow #18 2 years ago

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