Step 1 of 5
Step 1 — What "free to play" means on a PC game
A game with no purchase price still has to pay for servers, staff and electricity. This step explains where that money comes from, so that the word "free" stops being a surprise and starts being information.
What the word "free" actually covers
When a game is described as free to play, the claim is narrow and specific: there is no purchase price at the door. You are not asked for money before you can download the client, make an account and start playing. That is the whole of the promise.
It is a real promise, and worth having. It is also not the same as "this will cost you nothing", "there is nothing in here to buy" or "you will see the same game as someone who spends money". A free-to-play title is a business, and the business model is simply placed after the door rather than at it.
The reason this matters on day one is that the two sentences lead to different behaviour. If you read "free" as "costless", the first time the game offers you a currency pack it feels like a betrayal, and people react to feeling tricked by either quitting or spending. If you read "free" as "no price at the door, money comes later and here is where", the same screen is just a screen. You can look at it, decide, and carry on.
A note on wording before we continue: a client is the program you install on your own computer and run. A server is the vendor's computer that your client talks to over the internet. In an online game the client is free to download; the server is the expensive part, and the server is what the money is for.
The four places money usually enters
Across the category, revenue tends to arrive through four doors. Not every game uses all four, and a game can use one heavily and the others not at all. Learning to spot which doors a particular title has open is most of what Step 1 is for.
1. Cosmetic items
Paint, decals, skins, badges, emotes, name colours. These change how something looks without changing what it does. Cosmetics are the gentlest door, because a player who buys none of them is playing the same game mechanically as a player who buys all of them. If a title funds itself mostly through cosmetics, the honest summary is that spending is genuinely optional.
2. Convenience and progression
Anything that buys time: faster levelling, extra storage, more simultaneous projects, a skipped waiting period, more attempts per day. This door is harder to judge. A small convenience purchase can be good value for an adult with little free time and bad value for a teenager with plenty. The question to ask is not "is this cheating?" but "what am I actually buying — an advantage, or an hour?"
3. Randomised items
Crates, cases, boxes, packs: you pay a known amount for an unknown item drawn by chance. This is the door that attracts the most scrutiny, and Step 4 deals with it at length, including the classification questions that apply in Australia. For now the only point is that it exists as a category and that you should know whether a given game has it before you install, not after.
4. Season passes and subscriptions
A recurring payment, usually monthly or per season, that opens a track of rewards or an ongoing benefit. The distinguishing feature of this door is that it is designed to be repeated, so the honest way to price it is per year rather than per month. A $15 monthly pass is a $180 annual commitment, and that is the number to compare against a game you would have bought outright.
There is a fifth door that appears occasionally: advertising, and the data that supports it. It is more common in mobile and browser titles than in installed desktop games, but when you read a game's privacy notice in Step 3, advertising identifiers are one of the things worth looking for.
Three costs that are not money
A purchase price is easy to see. These three are not, and for most households they matter more than the first currency pack ever will.
Time. Online games with progression systems are built to reward return visits, and daily or weekly tasks are the usual mechanism. That is not sinister in itself — a weekly structure is also how a sports club works — but it does mean that the game has an opinion about how often you should turn up. Deciding your own schedule before the game suggests one is the single most useful habit in this course, and Step 5 turns it into a practical routine.
Disk space and data. A modern installed PC game is large, and it updates. The initial download is the smaller half of the story: patches arrive regularly and can be substantial. If your household internet plan has a monthly data allowance, a game that patches weekly is a recurring claim on it. Step 2 shows you how to check both numbers before you commit.
Attention and account exposure. Creating an account means handing over an email address, and from then on that address is in a company's systems and in the systems of whoever they use for email delivery. That is an ordinary thing to do, done safely by millions of people, but it is still a decision — and it is worth making the decision with a chosen address rather than a reflex one. Step 3 covers this properly.
Words you will meet, defined once
- Free to play
- A game with no purchase price at the door. Revenue comes from optional purchases inside the game, from advertising, or from both.
- Client
- The program installed on your own computer. It draws the game and sends your inputs to the vendor's servers.
- Launcher
- A small program that installs the client, keeps it patched and signs you in. Many games can only be started through theirs.
- MMO
- Massively multiplayer online: a game whose world or match-making is shared by a large number of players at once, which is why it needs servers running continuously.
- Cosmetic
- An item that changes appearance only, with no effect on how anything performs.
- In-game currency
- A token bought with real money and spent inside the game. Its value is set by the vendor and is not usually refundable for cash.
- Patch
- An update to the installed client. Patches fix problems, add content and change rules, and they download at the vendor's schedule rather than yours.
Reading a vendor's own description
Before you look at anything a stranger has written about a game, read what the vendor says about it. The vendor's description is the only source that the vendor can be held to, and under the Australian Consumer Law, misleading or deceptive conduct in trade is prohibited and enforced by the ACCC. Reviews and forum posts carry no such weight.
Take the game this course uses as its running example. Its vendor describes Crossout as a free-to-play MMO vehicle-combat game set in post-apocalyptic realities, in which the central activity is building a vehicle yourself and then modifying it — shape, armour, armament, support systems and decorative accessories. That description is doing real work. It tells you the genre, that the game is online and continuous, and that construction rather than selection is the main loop. If building and tinkering appeals to you, that is a reason to look further; if it does not, you have saved yourself a download.
Notice equally what the description does not say. It does not state a price list, a currency, a classification or a hardware requirement. Anywhere this course needs one of those, it either sends you to the vendor's own current pages to read it, or says plainly that the vendor does not state it. A course that filled those gaps with confident numbers would be inventing them, and six months from now the invented numbers would be wrong.
One restriction worth knowing now
The Crossout offer this site links to is for desktop computers running Windows or Linux. There is no Mac version within its scope, and it is not a console or mobile title. If the only computer in your household is a Mac, the honest end of this course for that game is Step 2, and you will have spent twenty minutes instead of an evening.
The household in Step 1
The hypothetical household introduced on the home page — two adults, a fourteen-year-old, one shared desktop, a data-capped internet plan — starts here, with a conversation rather than a download.
The teenager has asked about a game that costs nothing. The adults ask three questions from this step: does it sell items that change how the game plays, or only how it looks; does it sell randomised items; and does it have a subscription or pass that repeats. They do not yet know the answers. What they have decided is that those are the questions, and that the answers come from the vendor's own pages rather than from a video.
They also agree one thing in advance: a figure for the first month. In this example the figure is zero, and the point of writing it down is that it is much easier to decline a purchase screen when the decision was made in the kitchen a week earlier. This household is an illustration, not a case study, and it makes no claim about any game's results.
Before you move on
You should now be able to say, without hedging, what a free-to-play game is promising and what it is not. You should be able to name the four doors money comes through, and to recognise that time, data and account exposure are costs even when nothing is charged.
Step 2 gets practical. You will open your own computer's system information and write down four numbers, which is the only way to answer the question "will this even run?" without guessing.
Checklist for Step 1
- I can explain in one sentence what "free to play" promises and what it does not.
- I have named the four doors money enters through: cosmetics, convenience, randomised items, passes and subscriptions.
- I have found the vendor's own description of the game I am considering, and read it before any third-party opinion.
- I have checked whether the game sells items that affect how it plays, not only how it looks.
- I have checked whether it sells randomised items, and noted the answer for Step 4.
- I have written down a figure — including zero — for what I am willing to spend in the first month.
- I know whether my household internet plan has a monthly data allowance.
- I have noted which platforms the game supports, and whether mine is one of them.