Free-to-play games creep closer to killing monthly subscriptions

The free-to-play model has all but taken over the online game industry. Next stop: everything else.

Free online games, which make money through upgrades and other digital bonuses which help speed play along, continues to grow in popularity. Nearly one in five gamers now pay for virtual goods, up from 15 percent in 2008, according to a report by international research firm Parks Associates.

The freemium model, which lets users download applications for free and then makes money through the sale of virtual goods or other premium services within the application, was basically popularized by video games. The runaway success of Zynga, the largest producer of freemium games like FarmVille and Mafia Wars, has made it the de facto business model for casual games.

Now that the free-to-play model has pretty much taken over games, it’s circling back to the rest of the app economy. It’s served iPhone applications well — seeing as about a third of the top-grossing applications of all types on the Apple App Store are free to download and make their money through virtual goods. If the success of the freemium model in video games is any indicator of how successful it will be for all apps, the subscription economy may well be on its way out.

Meanwhile, the subscription model, which powers online games like World of Warcraft and the soon-to-be-released Star Wars: The Old Republic, is still to losing momentum. In 2008, 35 percent of all gamers playing online games paid a monthly fee to access the game. Only 28 percent of people playing games online paid some kind of a subscription fee this year.

World of Warcraft, one of the most successful games of all time, currently charges users $15 per month to access a persistent world. The game currently has around 12 million subscribers — which would amount to around $180 million each month in recurring revenue. It’s the most successful example of an online game that’s using online subscriptions as a recurring revenue model.

But it’s pretty much the only one. Activision Blizzard, the creator of World of Warcraft, has eaten the lunch of just about every other online game that’s attempted to use subscriptions as a revenue source. Turbine, a producer of massive multiplayer online role-playing games (MMORPGs) like Lord of the Rings Online started with a subscription model for its games but has since made them free-to-play. After changing its games from a subscription-based revenue model to free-to-play, Turbine’s revenue from its games doubled.

As media companies dive into apps and contemplate charging subscriptions, it’s something to consider. The video-games business, which saw subscriptions turn into a billion-dollar business by 2008, is now turning away from the model. Should publishers look at virtual-goods sales instead?

  • tedlsimon

    The research highlights another shift taking place in the marketplace. And, Zynga's only one example of a company that has found success in this model. As you note, they focus on casual games that appeal to masses. What will be REALLY interesting will be to observe how games designed for the game enthusiasts – deeper, richer strategy games like Kingdoms of Camelot – perform over time.

  • industrybroadcast

    Haha, gotta love to slippery wording at the start of the article to make the growth rate sound more exciting than it is.. 1 in 5 users paying for goods now up from 15% in 2008 eh? Is it even worth reporting an increase of 5% over almost 3 years? That's a whooping 1.67% increase per year, stop the presses!

  • industrybroadcast

    Also, how are you figuring out WoW revenues? You are aware that a huge portion of their 12 million subscribers are not paying $15.00 / month right? That the bililng model for Chinese subscribers is insanely different than American users and from what I remember the APRU for a chinese user is under $2.00. Their yearly gross on WoW is around $750 million, impressive and awe inspiring yes, but a far cry from the 2.16 billion of revenue that your estimates would put them at. It'd be a good idea to research these numbers a little bit before putting them up on a trusted site like Venture Beat

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