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Mechanic family

Economy & Business Model

How a game asks to be paid and what that request does to its design, from the quarter slot to a calendar of expiring content.

Mechanics 11 Earliest 1978 Latest 2014 Roots in this family 1

Space Invaders establishes the founding fact with its Coin-Op Difficulty Economy: difficulty tuned to extract another coin, the first time monetization directly authored the difficulty curve. Free-to-play is that arcade model with an unlimited coin slot, which is precisely how the data links MapleStory back to 1978. Everything in this family is a variation on where the payment sits relative to the play.

Wing Commander: The Secret Missions establishes the other trunk in 1990 by selling more of a game you already own, which reframes a game as an ongoing product rather than a finished object. Oblivion's Downloadable Content untethers that from retail and, with horse armour, teaches the industry exactly how small a sellable unit can be. L.A. Noire's Season Pass Bundle then moves revenue ahead of the content's existence, and Destiny's Live-Service Seasonal Content makes the game a schedule, with narrative and economy arriving and expiring on a calendar.

One question runs through all eleven entries: whether the money is permitted to touch the difficulty curve. League of Legends answers no with Cosmetic-Only Monetization, selling identity instead of power, which is the compromise that made free-to-play tolerable to competitive players. Candy Crush Saga answers yes with energy timers and session-length design, and by revenue it represents the dominant form of the medium. Team Fortress 2's Randomized Loot Box is the most profitable and most regulated idea in the industry's commercial history; Dota 2's Seasonal Battle Pass displaced it by trading randomness for obligation. Minecraft's Paid Early Access Development sidesteps the question altogether by merging financing with playtesting.

The family, in order of arrival

1990
Retail Expansion Pack 1990Wing Commander: The Secret Missions
2006
Downloadable Content 2006The Elder Scrolls IV: Oblivion
2009
Cosmetic-Only Monetization 2009League of Legends
2010
Randomized Loot Box 2010Team Fortress 2
2012
Mobile Free-to-Play 2012Candy Crush Saga

Every mechanic in this family

Economy & Business Model · 1978
Coin-Op Difficulty Economy
Coin-op difficulty economies tune a game's challenge curve to the length of a paid session, ending most attempts withi…
Origin: Space Invaders
Economy & Business Model · 1990
Retail Expansion Pack
Retail expansion packs sell extra campaigns, missions or systems for a game already owned, requiring the original to r…
Origin: Wing Commander: The Secret Missions
Economy & Business Model · 2003
Free-to-Play Service Model
Free-to-play removes the purchase price entirely and earns revenue after entry, through item sales, convenience upgrad…
Origin: MapleStory
Economy & Business Model · 2006
Downloadable Content
Downloadable content delivers post-release additions over the network at any size, from a full campaign to a single co…
Origin: The Elder Scrolls IV: Oblivion
Economy & Business Model · 2009
Cosmetic-Only Monetization
Cosmetic-only monetisation restricts everything sold to appearance, keeping competitive power out of the store, so spe…
Origin: League of Legends
Economy & Business Model · 2009
Paid Early Access Development
Paid early access sells an unfinished game to players who fund and test it, with development continuing in public and …
Origin: Minecraft
Economy & Business Model · 2010
Randomized Loot Box
Randomised loot boxes sell a sealed container whose contents are drawn from a weighted table, so the purchase buys a c…
Origin: Team Fortress 2
Economy & Business Model · 2011
Season Pass Bundle
A season pass sells future downloadable content before it exists, bundling an unspecified schedule of additions into o…
Origin: L.A. Noire
Economy & Business Model · 2012
Mobile Free-to-Play
Mobile free-to-play designs around short, interruptible sessions, using energy timers, level maps and in-app purchases…
Origin: Candy Crush Saga
Economy & Business Model · 2013
Seasonal Battle Pass
A seasonal battle pass sells a fixed progression track for a limited period, releasing known cosmetic rewards as the b…
Origin: Dota 2
Economy & Business Model · 2014
Live-Service Seasonal Content
Live-service seasonal content organises a game as a calendar, with story, activities, rewards and economy arriving in …
Origin: Destiny

Inherited from other families

Mechanics outside this family that parent something inside it — where the cross-pollination happens.

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