2 August 2025
Alright, let’s talk about one of the most controversial topics in modern gaming: pay-to-win (P2W). If you've ever rage-quit a mobile game or sighed in frustration as someone destroyed you in PvP with their platinum-tier weapon while you’re still rocking basic gear—you know the pain. Pay-to-win systems are despised by many gamers. Yet, for some reason, game developers keep putting them in their games. So, what gives?
Why do developers not only allow pay-to-win features but often double down and defend them like they're the holy grail of design choices? It’s not just about greed. (Okay, it’s a little about greed.) But there’s more to the story than just dollar signs. Let's dive deep into the reasoning, the nuance, and a few hard truths behind why developers defend pay-to-win features.
Pay-to-win is when a game offers in-game advantages—like superior gear, faster progression, stronger characters—exclusively to players who spend real money. These advantages usually affect competitive balance, making it difficult (or downright impossible) for non-paying players to keep up.
It's like entering a marathon where some runners get rocket-powered sneakers—if they pay a little extra.
Sound fair? Nope. But if it’s clearly unfair, why do developers keep doing it?
And here’s the kicker: many games, especially mobile ones and online free-to-play titles, are available for zero upfront cost.
So, how do they make money? Yup, in-game purchases. And if cosmetics and convenience aren’t enough to keep the lights on, developers often turn to power-selling mechanics.
> Think of it like running a free buffet… but charging people extra to go to the front of the line.
So, when a dev defends pay-to-win, part of it could just be survival. They’re trying to keep a job while also sticking to business goals. It’s not always a passion project; for many, it’s their livelihood.
Basically, 1 out of 100 players might be paying $1,000+ into a game, while the other 99 spend nothing.
So, guess who the game ends up catering to? That’s right—the whales.
Developers defend P2W because, without these high spenders, the game wouldn't generate enough income to sustain itself. It’s not just that they want whales—it’s that they need them. And to lure in whales, you often need to offer power, exclusivity, and faster access.
Most free games today are cleverly engineered to be just hard enough that you think, “Maybe if I spend a little, I’ll catch up.” And voilà—you’re hooked.
Pay-to-win, in this context, becomes a kind of player-funding model. High spenders essentially finance the experience for everyone else.
> Think of it like a public park where the 1% fund the swings, benches, and maintenance… in exchange for a VIP picnic area.
Say what you will about fairness, but without these systems, many of these games would shut down completely.
Uh-huh.
The argument is that paying for power is a shortcut, not a necessity. They’ll say, “You could grind 100 hours... or just spend $5.”
While this technically offers player choice, it creates an unbalanced experience. If shortcuts are dramatically better than grinding, it pressures players into believing they have to spend.
It’s like saying, “You don’t need a car to get to work – you could walk 12 miles every morning!”
Technically true. Practically stupid.
Still, devs will defend this by claiming they’re giving users the freedom to engage however they like. They’ll point to data showing that most players don’t spend at all. But that misses the point—if player experience is worse for non-payers, it sours the whole community.
Let’s unpack that.
When developers say paying just accelerates progress, they ignore that not everyone is competing on equal footing already. And if one player can pay $100 to skip 50 hours of work, then what’s the point of the grind?
> Imagine a race where you train for weeks, and someone just buys a teleport to the finish line. That’s not competition—it’s capitalism.
The argument goes like this: If players can keep progressing indefinitely—either through grinding or paying—the game stays relevant longer. More updates, more engagement, more community.
And sometimes, that’s true. Games like Clash of Clans or Raid: Shadow Legends have been going strong for years, largely because monetization keeps them profitable.
But here's the catch: It often comes at the cost of competitive integrity.
Eventually, skilled players start asking themselves, “Why bother getting good if someone can just buy their way to victory?”
When that question becomes more widespread, communities rot from the inside out.
They'll say things like:
- "We’re offering value to players who want to support the game."
- "It’s not pay-to-win; it’s pay-for-convenience."
- "Everyone plays differently—some prefer skill, some prefer speed."
To be fair, in single-player games or PvE-focused titles, this argument holds some water. If you’re only competing against yourself or AI enemies, who cares if someone else paid to beat the game faster?
But the moment you introduce PvP, leaderboards, or competitive rankings, it becomes a different story. Paying for power shifts the balance and smothers merit-based play.
Surprisingly, in some regions and demographics—yes, they do.
In parts of Asia and the Middle East, for example, spending money in games is often seen as a badge of honor. It’s less “cheating” and more like a way to show dedication. In these cultures, high-spending players are respected, not resented.
So, developers aiming for global markets sometimes defend pay-to-win as “culturally appropriate” or necessary to appeal to broader audiences.
Many successful games have proven that you can have a balanced monetization model without going full P2W.
Examples like Fortnite, Apex Legends, and Warframe show that with creative cosmetics, battle passes, and paid expansions, you can make money without selling power.
The challenge is that these models require a large user base and high initial success. For smaller games, P2W might feel like a necessary evil—at least in the short term.
Because for better or worse, they work. They pay the bills, extend game life, attract whales, and—depending on your viewpoint—offer convenience.
But that doesn’t make them good game design. And it doesn’t mean they're fair.
As gamers, we have to understand the pressures devs are under, but that doesn’t mean rolling over and accepting unbalanced systems. The more we talk about it, the more likely it is that future games will find better, fairer ways to monetize.
Until then, maybe take pride in beating someone who paid $100 for a sword while you used your trusty old stick and skill.
Sometimes, victory tastes sweeter when it’s earned, not bought.
all images in this post were generated using AI tools
Category:
Pay To Win GamesAuthor:
Audrey McGhee