Pay to win

Video game concept

A free-to-play/freemium business model/policy where paying customers gain definite and unfair upper hand compared to non-paying customers who can't get it or anything comparable by simply playing.

3
games
2
platforms

Name variations: pay-to-win

Games are generally not advertised at all as pay-to-win but usually instantly evident from what paying customers can get compared to the stuff available to non-paying customers. The business model isn't very literal, that is, the games (almost always) can be won without paying anything (if there is a victory condition), but since it's usually used for PvP games where noticeable unfair advantages gained by paying for them makes it seem like you have to pay to win.

This tag makes little sense for games with no PvP, though it isn't impossible for game to be pay-to-win kind without it. Also should be noted that customization options available only to paying customers do not by themselves count as pay-to-win, only if these paid things give them unfair advantage (however small).

NOT for skipping parts of the game as long as it does not give that unfair advantage. For example, instantly upgrading to level 20 may superficially seem unfair advantage, but when it also denies you from playing against players below that level (e.g. due to matchmaking or newbie protection), it is no longer an advantage, it's just a gameplay skip.

Parent group

Financial and business models

Games by year

080910111213 41230

The first Pay to win video game was released on July 11, 2008.

Related site

Platforms

Windows 2
Linux 1

Most common companies