PAX East 2011: Will World of Warcraft ever go free-to-play?

To date, World of Warcraft has weathered the competition. Its subscriber numbers have reached an all-time high (now over 12 million), with its latest Cataclysm expansion selling nearly 5 million copies in the first month alone. The game should remain popular and successful for years to come. Still, even Blizzard admits: It can't stay on top forever.
So what happens when the game starts losing a significant amount of its subscriber base? If what happened to Turbine's Lord of the Rings Online and Dungeons and Dragons Online is any clue, World of Warcraft might move to a free-to-play model. Since switching to free-to-play, both of Turbine's games added subscribers and increased revenues.
This past weekend, I sat in on the free-to-play MMO panel held at the PAX East 2011 conference in Boston. Afterward, I caught up with Robert Ferrari, VP of Publishing and Business Development for Sanrio Digital (Hello Kitty Online), to discuss WoW. We discussed the free-to-play industry and whether or not World of Warcraft could eventually find a place in it.
"WoW has to be looking at a free-to-play model currently," Ferrari theorized.
Trouble on the horizon?
To be sure, World of Warcraft is sitting in a terrific spot right now. It has a strong, incredibly loyal user base. WoW is easily Blizzard's most lucrative intellectual property.
That can't last forever, though. In a recent interview with Gamasutra, Blizzard COO Paul Sams said he expects Blizzard's upcoming Titan MMO will eventually eclipse World of Warcraft as the company's top intellectual property. From Gamasutra:
"I see World of Warcraft as having many more years in front of it," Sams forecast. "We have over 12 million subscribers. We're continuing to grow and we feel very good about them. We're going to continue to support that product for many, many years to come."
Certainly, World of Warcraft could remain profitable and supportable in its current form even if Titan starts eating away at its user base, so moving in a free-to-play direction would not be something Blizzard would do lightly. It's a major change that requires an entirely new business model, along with a huge new set of risks.
Understanding the free-to-play model
The most important thing to understand about the free-to-play model is that a game simply can't be free for everyone. Running an MMORPG costs money, and running an MMORPG on the scale of World of Warcraft requires a lot of money. Servers are expensive. Customer service is expensive. Creating new content is expensive. In a free-to-play model, these expenses are covered by whales -- a small portion of the gaming population that willingly pays an exorbitant amount of money for an exorbitant amount of in-game extras.
According to Ferrari, the industry operates according to the 80-20 rule -- that is, 20% of the players provide 80% of the revenue. That is, of course, very different from the way the subscription-based World of Warcraft currently operates.
Perhaps more importantly, the free-to-play model is risky. In response to an audience member's question as to whether or not his game risks not running a profit, Ferrari responded with a very short and matter-of-fact "yes."
How could WoW survive as a free-to-play game?
First and foremost, a change to a free-to-play model is a gamble. Blizzard would be betting that in giving people an option to play without a monthly fee, it would be able to drastically expand its player base.
Before you write that off as an impossibility, consider this: A change to free-to-play would be essentially opening World of Warcraft up to far more markets overseas. Ben Colayco, CEO of free-to-play publisher Kill3r Combo Interactive, explains that free-to-play MMOs are especially popular with younger players in places like South America and Asia, where paying $50 for software (not to mention a $15 monthly fee) is simply untenable.
"People in these places, they say, '$50 is more than my parents' salary,'" Colayco relates.
The business model bets that while these new players won't be able to afford a $15 monthly subscription fee, they'll still be enticed into spending some money. Players of Nexon's popular MMORPG Maple Story regularly spend smaller amounts of real-world money on in-game outfits, increased levels of experience gain, and even changes to in-game mechanics. Three dollars, for example, buys you the ability to remove the soulbound restriction on an item, allowing you to make a one-time trade.
Spending money for items in game rather than spending money on the game itself is known as the microtransaction model. It's the free-to-play MMORPG industry standard.

Yes. Players in World of Warcraft can already exchange real-world money for in-game pets and mounts. And of course, players can spend money on name changes, faction changes, and server changes. These microtransactions already account for a good chunk of Blizzard's revenue. And given the success of the $25 Celestial Steed mount last year, Blizzard is likely to revisit microtransactions in the future. It would be foolish not to.
If World of Warcraft goes free to play, however, Blizzard would need to include even more opportunities for players to voluntarily open their wallets. This could mean it would start including more and different types of vanity items: more pets and mounts, roleplaying outfits, in-game effects, and a buffed rate of XP gain. Maple Story even conducts something akin to an in-game item lottery. The possibilities for microtransactions are almost literally endless.
Think it can't work? You may be right, but consider this: The going price for the Reins of the Swift Spectral Tiger loot card is somewhere between $600 and $1,000; the Mottled Drake regularly sells on eBay for $200. These two cards (albeit rare) are proof that the market is not yet saturated. Blizzard's whales exist, but it's other people who are profiting off of them.
Would WoW's gameplay be restricted for free players?
Another standard mechanic that free-to-play MMOs use is "restricted content" -- giving the free-to-play customer one experience, while giving paying players another. To a limited extent, World of Warcraft already does this; players enjoying WoW's free trial cannot surpass level 20, send in-game mail, or utilize the in-game auction house or engage in trades.
Is that the direction a free-to-play World of Warcraft would go? Opinions at the free-to-play panel were mixed.
Colayco stands philosophically opposed to restricting content. "Good free-to-play games don't put up a velvet rope," he says. "They let you play everything. They only put up a pay barrier for getting items in game."
Ferrari, meanwhile, believes that World of Warcraft would instead move to a hybrid model -- one that includes both microtransactions and the proverbial velvet rope, where you'd pay X amount to get a given level of content.
Would quality suffer?
Without a question, the biggest challenge for World of Warcraft in transitioning to free-to-play would be convincing the players that the switch wouldn't negatively impact quality. "People think there's no quality in 'free,'" says Ferrari.
One of the best parts about World of Warcraft is the level of polish that you get with the game. Sure, bleeding-edge raiding content is released in a partially untested form, but that's out of necessity. There's high competition for world-first kills, and Blizzard obliges the competitive desires of players by keeping its most advanced content "secret" until it goes live.
That can be frustrating for those advanced players, especially given that Blizzard frequently hotfixes content as these top raiders play. But think about that for a second -- we're playing a game in constant flux. The game designers are constantly working to see what's wrong and make things better. They don't fix everything right away, of course, but few developers get things right as often as Blizzard does.
Moving to a free-to-play model doesn't mean Blizzard won't have to devote the same level of resources to World of Warcraft. Quite the opposite, according to Colayco: "It's hard running a free-to-play model. We have to work harder to keep players interested, to keep them interested in purchasing items." Ferrari chimes in that his company is creating new content and pushing it live on a weekly basis. Competition for the player's attention (and pocketbook) is huge.
That leads to a question, though: How much of those resources will be going into updating and improving the gameplay experience, and how much will go into marketing the in-game items that foot the bill?
The bottom line
All of this is speculation, of course. There's no concrete proof that Blizzard is currently considering a free-to-play model for WoW. And if Blizzard does decide to move to a free-to-play model, there's no reason to believe that World of Warcraft will look anything the way it does now. Blizzard could simply choose to create a whole new game for its franchise and try to migrate its World of Warcraft subscriber base over.
One thing is for sure, though: World of Warcraft's success has massive implications for both the subscriber-based and free-to-play markets. According to Colayco, "the free-to-play market is viable only because Blizzard -- and a few others -- have saturated the (subscription-based) market."
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.
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Reader Comments (Page 2 of 4)
perderedeus Mar 17th 2011 9:18AM
One, I do not think many MMOs are released with the belief they'll kill WoW. That would be monumental hubris on the developer's part. I'll posit that most in the industry realize WoW is a gigantic powerhouse right now and will be for a while, and they are simply looking to carve out a niche for themselves. Does Trion want to topple WoW, or do they want to make a great MMO to show players that Blizzard isn't the only game in town? The "we're not in Azeroth any more" is just a little potshot at the 'big dog.' I also think Blizzard welcomes competition - it keeps both their competitors and themselves on their respective toes.
And two, I'll also bet that "free to play" is a topic that has come up and will continue to come up over at Blizzard HQ. Their initial jump into the microtransaction pool made a big splash. With Titan coming in a few years, they may well let WoW slide into free to play territory, supported by more microtransactions, while they move paying subscribers to Titan.
Boom Mar 17th 2011 9:23AM
As someone who came to WoW from a F2P game, I have to say that I have spent far less money playing WoW over the last two years than I did to play that 'Free' game for a year. In order to progress at all you almost had to buy skill and experience boosters. Grouping with someone else to do quests / grind mobs? Oh yeah, they gave the same amount of experience per kill, but it was divided equally among everyone - no benefit to doing that. To survive any fights solo you had to buy their hp / mana boosters.
If WoW ever goes in that direction, I'll be taking my money elsewhere as I'm simply unwilling to go back to shelling out $50 or more a week just to have a viable character.
Lugo Mar 17th 2011 9:24AM
I hate "free" MMO's. The payment model just feels so sneaky and dishonest. I tried a game called Allods Online, which was supposed to be free to play. Sure you could play it for free, but if you didn't pay for items called "incense", you missed out on a buff that made the game practically unplayable, similar to rescurrection sickness in WoW.
Add to that having to pay real money for bag space, mounts, decursing "cursed" items to make them usable, etc. It all adds up to costing about the same monthly fee as WoW, but feeling incredibly sneaky and annoying.
Baba Mar 17th 2011 10:56AM
Not all F2P's are like that though - Runescape runs a free version with less content available, and a paid version which grants you more map space, tradeskills, monsters, quests, gear etc.
Granted it's an easy game to keep free since it very rarely releases new content and there isn't an actual end-game (it's so grindy that max-level characters are extremely rare) but such a model is possible, it's not all insidious wallet-wrangling.
Ominous Mar 17th 2011 9:24AM
""WoW has to be looking at a free-to-play model currently," Ferrari theorized."
No, it does not.
There are enough flaky players, afk-ers and nuts as it is - without adding in the free-to-play mob. Imagine trying to win those tough battlegrounds then!
I'd much prefer to keep the committed sorts who are on sites like these. Those who care will play, regardless. Those who don't care, don't matter.
Nopunin10did Mar 17th 2011 9:31AM
Even if WoW drops to 10% of its current subscriber base, it still stands to make more profit with a subscription model than a free-to-play model.
From working on a smaller MMO company, I can probably reasonably estimate that it takes about 50k-100k active subscriptions to maintain respectable profitability for your everyday MMO, adjusting for operating costs, quality of content, and initial development costs. Blizzard may require more than that, but at 10 million subscribers, I don't imagine they're in any danger of dropping into the red soon.
Free-to-play is an excellent route for the MMO's that end up in the lower 10k-25k subscriber range; it's hard to maintain that number of subscriptions and still have enough budget to expand the game and prepare for the future. FTP attracts a larger player base, but it has the riskier profit model... where you have to balance the need to extract money from the playerbase without giving the perception that you're nickel-and-diming them.
Gerbera Mar 17th 2011 9:34AM
I think the real problem will come with content development in relation to a free-to-play model.
With the way that WoW is structured having each version of the game (vanilla, BC, Wrath, Cata) centering around a specific story/main villain where killing that final boss is effectively "the end", when they stop developing content, the game will slowly start dying.
Going to a free play model would cater to super casuals who most likely would not be able to experience the raid content unless it was altered to suit them.
A game like Ragnarok Online for example consists mainly of killing monsters for exp and rare loot drops, and grouping together to kill rare spawn bosses. In recent years they have added some element of questing to the game, but certainly not to the degree that WoW has. You could effectively keep playing RO forever, whereas with WoW there is a finite time for each expansion.
Furiursa Mar 17th 2011 9:35AM
I would expect to see them drop subscription fees before ever considering going to F2P.
If they dropped the sub to, say, $9.99 a month, believe it or not they'd get an influx of people. Dropping it further? They'd get a larger influx of players.
I DO expect sub prices to one day drop, but I don't expect a F2P WoW anytime soon.
Broken Bottle Mar 17th 2011 9:43AM
This.
This would certainly be an option prior to going FTP but I don't even think dropping subscription prices is high on their list of options. Like they said above, Cataclysm sold 5M units in the 1st month. With that kind of response they could keep cranking out expansions to sustain their subscriber base and not even have to consider any other options until those sales start to drop off...
The Dewd Mar 17th 2011 10:42AM
Ah, but if they wanted to, they could run a campaigns like this:
Convert your WoW subscription to Titan and get your next six months of WoW at $5/month.
Free with your Titan pre-order, get six months of WoW (new accounts only).
Included with your Titan-CE purchase, $100 worth of credit for the F2P WoW store.
I'm not even a marketing genius and I came up with those off the top of my head. Imagine what Blizzard's folks could come up with if they decided to change things when Titan comes out.
blancester Mar 17th 2011 4:57PM
Get your ingame titan pet for WoW and vice versa.
Broken Bottle Mar 17th 2011 9:39AM
This is kind of a silly thing to speculate about because, if WOW were to ever go free to play, it wouldn't be for a VERY long time. They're making plenty of money now with little sign of that letting up any time soon and their next closest competing MMO is millions of subscribers behind them. What is the 2nd most popular MMO anyway? At any rate, they're so far ahead that FTP is WAY WAY down the list of options to stay competitive.
Koleckai Mar 17th 2011 9:44AM
The day WoW went free to play is probably the last day I will play the game. Right now everyone has equal opportunity to improve their characters under the free to play model someone will just need to open their wallet to get access to the next tier of gear. They won't have to run dungeons or anything. Just pay $50.00 and they are in the top gear.
Mount models and companion pets are fine. They are luxury items and do not impact gameplay. However when your progression is tied to your wallet, it is just as skewed as buying gold today.
Magicmagnets Mar 17th 2011 9:50AM
That's EXACT way the Game they cite in the Article worked Koleckai
Jeff Mar 17th 2011 9:45AM
My question is this. If wow went to a free to play set up. Does this mean they would care less about
1: Types of Lua Addons used
2: 3rd Party Software "Hacks" ( Glyder, Fish Buddies, Macro.exex etc etc..
3: Gold Selling and buying
4: Private Servers
Magicmagnets Mar 17th 2011 9:51AM
@ Jeff The Answer to All those questions would be yes I am afraid.
DarkWalker Mar 17th 2011 12:35PM
F2P games usually care more about hacks, bots, or gold selling than P2P ones.
After all, a player getting something through a hack or a bot is not paying the publisher for it.
As for lua addons, that would be left to the publisher; I don't think a shift to F2P would change anything in their addon policy.
The only close, real world situation I can recall is LotRO; and it implemented lua addons just after becoming F2P (it didn't have them while it still was P2P).
Magicmagnets Mar 17th 2011 9:48AM
I came from Maple Story to WoW for The express purpose of saving money,The Gachapon lotto mentioned in this article as well as The thing that removes the Soulbound section of an item were some of the reason's i left the game. To play the game in any sort of enjoyable capacity you NEED to utilize The cash shop and its only gotten worse from I quit the game . Games like the are more Free2play,Pay2Enjoy and I personally WOULD hate to see WoW go that path.
Drevan Mar 17th 2011 9:54AM
I sure hope WoW never goes F2P, unless the micro-transactions are entirely cosmetic.
Most (if not all) F2P games are anything but free. Unless you spend copious amounts of real world cash, you cannot remain competitive in PVE or PVP.
Delurm Mar 17th 2011 10:08AM
LoTRO and DDO are both free to play - as is Everquest 2 - none of those games require you to spend a dime to make it to max level.
LoTRO and DDO let you 'earn' in game cash to buy stuff - the stuff = content and cosmetic types of items.
There are people who have bought the *entire* game without spending a dime. Mind you it's the lowest paying job you can do (grinding for points to buy content) but you can do it. F2P doesn't have to mean Asian type :)