
It’s no wonder so many big-name multiplayer games are going the free-to-play route. The trick is getting gamers through the door and then introducing paid content. Purchasable in-game content is massive: DLC, seasons, skins, and the like each rake in the dough. This translates into large amounts of passively generated income for relevant parties.ĭevelopers and publishers are not as reliant on the initial price tag of a game. For instance, when it comes to the Steam Community Market, Valve earns on each transaction, pulling a small fee for every skin bought and sold. Nowadays, revenue pulled from purchasable in-game content, like weapon skins, is more popular than ever-capitalizing on virtual goods you can’t touch.

Now, many AAA game developers are pursuing the free-to-play model-which varies from game to game. There was a time when finding a quality free-to-play FPS was tricky.
