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.
Filed under: News items, Rumors
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Reader Comments (Page 3 of 4)
Boobah Mar 17th 2011 2:45PM
Yeah, LOTRO upgraded their achievement equivalents to reward game store credits when they went F2P.
Explored the Shire? Have some store credit. Made level 10? Have some store credit. Murdered a pile of goblins in the Blue Mountains? Have some store credit. Murdered another, bigger pile of goblins? Yep, more store credit.
gary.baxter Mar 17th 2011 10:33AM
I have never been to bothered by the subscription with wow and to be honest if it went F2P and miro transaction i would not play, however...please dont shoot me down for this comment
I pay for my WOW Account and an account for my daughter to play moshi monsters. some months she has alot on after school so we dont pay a sub, she can still play but is on restricted content.
Reduced content payment breaks would be welcome in wow
For example every 3 months paid sub you get the option to a month free payment break, during said break you cannot accesss instances, raids and pvp. but could still be active in the game allowing you to level skills etc. I think this would keep people interested and rewards loyalty at the same time
Overall i have paid blizz about £700 over 6 years, and its been money well spent. It boils down to about 14 AAA titles that i would have completed in 10-11hrs
Robert Staszek Mar 17th 2011 10:35AM
If WoW went Free-to-Play, I'd quit. I have absolutely no interest in playing a game where I have to pay .99 here and there for items that I would almost NEED if I want to have the full experience of game play. Doing some rough math, at 12,000,000 subscribers, Blizzard rakes in approx. $179,880,000 PER MONTH. Even if the subscriber base dropped to 5,000,000 active subscribers, they'd still bring in approx. $74,950,000 PER MONTH.
So, you expect me to believe that they would consider a F2P model if they only take in $899, 400,000 PER YEAR?
This man is out of his gourd. What a stupid and absurd statement from a person who clearly has no clue what he's talking about.
Aruhgulah Mar 17th 2011 11:18AM
So WoW can go to a F2P model just to open up markets with folks who can't afford anything anyway (and likely will not pay, period, for that same reason), and expect to make 80% of its profit from 20% of its players (which is only an average an not a guarantee) -- just to open up to markets that don't have discretionary income and who likely wouldn't pay for anything ANYWAY. That 20% would be coming from those with the income to do it, not in those markets that they'd be opening to.
or they can stay as they are, and continue to make 100% of its profit from 100% of its players.
Yeah. Exactly.
Competition Mar 17th 2011 11:33AM
I stopped raiding after ICC, after being a hardcore raider for 3+ years. Now I haven't even logged on for 6+ weeks to do anything meaningful, since raiding is done for me and I'm sick of the constant TB/daily grinding. This expansion has taken WoW downhill, and I speak from experience, not angst.
Skarn Mar 17th 2011 2:54PM
But...why is that so different? What did you do in Wrath if you didn't raid?
You grinded dungeons. Or you did dailies at the Argent Tournament. Or you PvPed. Maybe rolled alts.
WHAT IS SO DIFFERENT NOW?
I truly do not understand this complaint because all I see is exactly how WoW has always been. "This expansion changed things! It's grindy now!" No, it's always been grindy.
Skarn Mar 17th 2011 2:57PM
Just to clarify, I don't have a problem with people being upset or not liking the game or it's direction. That's cool. I just don't get it. I don't get the complaints like this. "The game is exactly like it's always been and I don't like it now because it's got new paint!"
I'm baffled.
Rhev Mar 17th 2011 11:42AM
"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."
Cute how he would do that. Let me translate - "The only game that can kill wow is one that WE CREATE! MUWAHAHAHAHAHAHA"
o0amber0o Mar 17th 2011 11:49AM
I don't see why Blizzard would ever make WoW a F2P game, if you've got millions of people ready and willing to pay for a subscription (check, BILLIONS of dollars coming in), why ruin it? Obviously to them and to everyone else it seems Titan is going to take over WoW so let WoW run its course the way it was meant to and when Titan comes out, players will make the shift over.
I personally can't stand microtransactions. I might shell out a guaranteed $180 a year to Blizzard, and then maybe an occassional one time purchase for an XP, an in-game pet or other Blizzard merch but I know the game isn't going to nickle and dime me to the poor house. I don't ever want to have to buy access to an area, currency, gear or funcionality to play my game and if it ever turned into that I would immediately stop playing.
I wouldn't hate a discount on my subscription fee, but I'm ok with some kind of monthly fee. I'm free to come and go as I please, I don't ever have to pay any kind of start up fee and they hold onto my characters and supplies - even if I'm not playing (paying)...that's a good deal to me.
steven Mar 17th 2011 11:53AM
I know many people who have heard that world of warcraft is one of the best games ever created, however when telling them the cost is the game+game time* number of players in house hold they stop and say rip off.
All blizzard needs to do is make sure that the things you pay for does not stop players from advancing but still be worth paying for. For example heirloom could cost money but the items drop'd could be equal or greater in value.
Too many people when they hear free to play compare wow to free to play games when instead blizzard should create new ideas that never been use'd before. It can be done.
Rember to many people who have already pay'd will be angry and not want the game to be free but really the game is too expensive and its only video game after all.
True cost of world of warcraft.
£10 world of warcraft
£10 burning crusade
£17.99 Wrath of the Lich King
£24.99 Cataclysm
£19.99 60 Day Time Card- takes about 3 months to beat this game, longer if you new.
Total cost = £82.97
This is a mmorpg which you will want atleast 1 friend to play with so add that to the total which makes it £165.94 for only 3 months.
It cost only £152.99 for a xbox 360 and thats brand new so knock a few pounds off and you can get it preown with halo 3+remote for cheaper. its a bigger better item that you can play untill it breaks down. Dont feget you need a pc for world of warcraft to play it smoothly.
Also many people state that wow cost the same as a ticket for the movies 1 a month, this is wrong.
For £82.97 i could go the the movies about 10 times withe travel cost included in that.
Wow World of warcraft does not look cheap to new players at all, think its time this video game went free to play.
I will not be replying back to comments to this, you can check these prices at your nearest game store, rember that games website is not always the same cost in store as i found that many times.
Ashamanxx Mar 17th 2011 12:57PM
You didn't sum up the true cost of WoW, you summed up the total cost. What you should look at is how many hours you play. If you only play 1 hour a week then you'd probably be better off going to the movies or buying that X-Box. If you play 20 hours a week, then your cost/hour for WoW is certainly the most effective option.
And of course cost doesn't factor fun or enjoyment into it either, which is obviously subjective but since this is all talking about differing ways of paying for entertainment, its a big factor. I like FPS games, and I'd enjoy playing Halo both single and multi-player. But I could never play it as much as I do WoW without getting bored. I've played WoW regularly for years and have not gotten bored with it yet, so its clearly worth it to me and by now the amount I pay per hour is really cheap compared to other options. Someone else who doesn't play WoW as much or has just as much fun playing other games would have to evaluate whether its worth it for them.
kaminari Mar 17th 2011 3:08PM
you are very generous to pay for your friend's wow, also you must have mad skills to beat wow in 3 months, i know that some people have been playing for 5+ years and haven't beat it yet.
it's true that cata becomes expensive for a new player, but if you are new go for the £10 world of warcraft and see if you like it enough to get the expantions.
Sam Mar 17th 2011 3:26PM
I can certainly see where you're coming from, but I have a slightly different view. I'm a gamer, and I'm going to play games. Period. Before i started playing wow I was buying a new game a month @ $60 a game. Now, I've paid $60 or more just for the flat game part of wow, but it's kept me entertained for several years. I don't spend $60 on new games every month, just $15 on wow. It's a cost saving measure for me :P
pedge Mar 17th 2011 12:00PM
I think I brought this up before, but remember that scene with the tollbooth in Blazing Saddles?
Imagine being at an instance and seeing that.
"Someone has to go back and get a s**tload of dimes."
Giordano Mar 17th 2011 2:27PM
I think by the time WoW is F2P it'll be dead. A company just doesn't shut down in a day, it has to cater to the chaning customer base. Subs will go down to 12.99, then 10 bucks, then 7.99. I think by the time they reach five bucks only a few thousand players would be playing anyway.
Its still an interesting concept to ponder about. Cheaper subs/free will make machinima productions cheaper. :P
giorgi Mar 17th 2011 12:15PM
While Blizzard would never go down the road some of those games have, they would definitely start charging for other items.
^ this!
Blizzard won't make games which will be piece of ####!
and about loosing dominance of MMORPG world by Blizzard.
It's just a mith.
P.S. Titan can't beat WoW because titan don't have a soul of Warcraft strategy and lore ^_^
giorgi Mar 17th 2011 12:16PM
the only reason which will make me to quit wow will be becoming of F2P game...
Bethontheharbor Mar 17th 2011 12:16PM
Do it with Titan, leave wow as is.
giorgi Mar 17th 2011 1:37PM
True that!
Matthew Mar 17th 2011 12:25PM
So Fox, how excited are you that you get a Con in your very own city???