GameMine highlights the elements that make up the Pay-To-Win / Freemium game

In recent years, especially one game genre has gained popularity. Thanks to the emergence of mobile devices and the overall increase in convenience in making online payments, "Pay-To-Win" games, sometimes called "Freemium" games, have become popular, and millions of players have become involved in it every day.

Distinguishing such games from their traditional counterparts can be difficult. GameMine, an American mobile game publisher, presents a guide containing 4 key elements that are unique in Pay-To-Win and Freemium games to ensure players get accurate information.


According to GameMine, each the game has purposeful design choices that go far beyond straight lines of code to evoke certain thoughts and emotions. For Pay-To-Win games, they are generally designed to have a greater advantage in terms of difficulty. If you've ever played one of them, you'll probably immediately notice that it's easier to lose, and the chances seem to be set against you in a way that seems like there's always something missing that will help you succeed. This is where the payment option appears, which is intended to facilitate the game, regardless of whether it is to increase the player's power and abilities or to remove obstacles in his path.


Freemium can even go so far as to limit your playing frequency by requiring you to either wait or pay to be able to keep playing after all the available time has expired. This is another way to distinguish this genre, because it is practically the only type of game that limits players in this way. Time limits are not the only way Free-To-Play games affect how much time players spend playing: in many cases, processes such as leveling or accumulating resources take much longer with the free version than when you make a payment. For many players, playing is a relatively small part of their day and they just don't want to wait longer than they have to, and that's why they decide to make payments.


Traditionally, games required a one-time payment in advance, and then they could be played at will. They were treated as simple consumer products, bought off the shelf in the same way as all other goods bought commercially. However, Pay-To-Win games have now dramatically changed this experience into something completely different. Today, they look more like subscriptions, and repetitive payments and revolving memberships are becoming the norm.

Simply put, players' needs change as a result of projects that require payment. Regardless of whether paying a fee allows them to succeed where they have not previously succeeded, or whether they achieve a level that was previously unattainable, all these things are offered in exchange for making payments that often have to be done at regular intervals so that you can keep playing.


GameMine states that in the game Freemium you need to consider the direct influence a player can have on their experience when deciding whether or not to spend money. Regardless of whether it facilitates a specific challenge or saves a significant amount of time, players who are able to spend money on Pay-To-Win, gain higher status, and players who cannot or simply do not want to pay are in a much worse position. If a freemium game contains elements of multiplayer, this class system can be the deciding factor in who wins and who loses.


One of the characteristic elements of Freemium is already in the name: download and start playing is free. Payment is optional, and the vast majority of new players come to the stage where they decide not to pay until they decide whether it is appropriate for them or not.

This means that developers must find a way to generate revenue at this early stage & #8211; often it has the form of an advertisement. Ads are both a way to generate this income and encourage players to choose a premium account, with the promise of reducing or completely removing ads that also accompany other rewards.

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