I’ve always said I stay away from pay-to-win games.
I know, there are various definitions of pay-to-win (P2W) and many discussions about which definition is the right one, but that’s not what I want to talk about. So let me clarify what I mean with P2W so even if you have another definition, we at least have a common understanding.
Definition of P2W
My definition of P2W is not:
- a subscription, after all, a game with running server and developer costs needs to be paid for
- a catch-up mechanic, like selling SP
- an exchange of your value for the time of another player, like PLEX, which allows one player to trade their time for another player’s money
While we can probably have long discussions of any of those points, I can see the advantages for the game and even though I may not be happy with some of them, at least I am fine with those features being in my games.
My definition of P2W is fairly simple:
- competitive advantages that you can only buy from the developer
In short, P2W is a game mechanic that encourages players to pay extra to get an advantage. And for players to keep paying more and more each time they want to win, or at the very least pay to not lose against their paying competitors.
Pay-to-win means a game is no longer about the game itself, a game of skill, but is a competition of ‘who has the bigger wallet’, where the only winners are the people earning the money.
Meaning of P2W
“But what if I have a different definition? And why does this definition matter?” you may ask.
Because to me, if a game is P2W, it means I will not play that game.
Examples of P2W
Like golden ammo.
A damage boost for money.
Or perhaps a speed boost.
Why not both?
I present: the Wisdom of Gheinok Booster
CCP, you seriously disappoint me.