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Buytoplay

Buy-to-play is a video game monetization model in which players pay an upfront, one-time fee to acquire the base game. After purchase, they can typically access the core content without a mandatory ongoing subscription. Revenue from the title may then come from optional expansions, downloadable content, and in-game microtransactions that are not required to play the game.

Buy-to-play is contrasted with free-to-play, where the game is free to start and monetized through microtransactions,

Historical context: Buy-to-play gained prominence in PC role-playing and online games in the 2000s as an alternative

Advantages of buy-to-play include a known upfront cost and no ongoing payments, which can appeal to players

See also: free-to-play, subscription model, microtransactions, DLC, expansion.

and
with
subscription-based
models,
which
require
ongoing
payments
to
continue
playing.
In
the
buy-to-play
model,
the
upfront
price
covers
access
to
the
base
game,
while
additional
content
may
be
sold
separately.
to
monthly
subscriptions.
Guild
Wars
(2005)
popularized
a
pay-once
approach
with
episodic
expansions.
Guild
Wars
2
uses
a
base
game
you
purchase
once,
with
optional
cosmetic
and
content
purchases;
other
non-subscription
online
games
and
many
single-player
titles
use
a
similar
approach
by
selling
expansions
or
DLC
instead
of
a
recurring
fee.
who
dislike
subscriptions.
For
developers,
it
offers
predictable
revenue
from
initial
sales.
Potential
drawbacks
include
higher
barrier
to
entry,
reliance
on
expansion
and
DLC
sales
for
continued
revenue,
and
perceptions
of
paywalls
for
content
or
advantages
through
paid
cosmetics
or
convenience
features.