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 4 of 4)
Utakata Mar 17th 2011 12:29PM
Here's a sugggestion piece for your next article Fox Van Allen:
"Why Free to Plays are not actually free to play."
...besides is it actually a game, when you pay your way to the top and be the best? In my mind this is called cheating.
Giordano Mar 17th 2011 2:29PM
It's called politics.
shadcroly Mar 17th 2011 1:12PM
I don't want a dollar amount to be the next Gear Score.
"Sorry bro, but if you wanna join our raiding guild/group, your armor has to be worth over $400."
Xarthan Mar 17th 2011 1:19PM
Once wow becomes free to play it's time to quite and move onto their Titan MMO
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 2:55PM
Reply fail!
Oh well.
Al Mar 17th 2011 3:41PM
Not sure if I'd welcome it or not, even if it meant not paying for the dried turd Blizzard calls 'Oceanic service'.
icepyro Mar 17th 2011 4:24PM
I would just like to say that this whole article had me repeating "TANSTAAFL" in my head repeatedly.
TANSTAAFL = There ain't no such thing as a free lunch
As everyone else points out, there cannot be free to play without you paying for something. Employees have to support themselves somehow.
Awesome Mar 17th 2011 5:48PM
PLEASE dont go to F2P, I also, have come from Runescape (shiver) a F2P to WoW, and I am a lot better off playing it in every possible way. However, I have started very very recently and have only just hit TBC content. Please, let me finish the entire storyline (if it ever ends) before you F2P it and make it terrible. I want to have good memories of the game before I leave it, not like "man it was good, then it went F2P, and they charged me real money for an 8-slot bag..."
Bossy Mar 17th 2011 6:45PM
NO problems guys.
The doom prophets talking about that crappy site are ignoring the fact it based on ... 1000 players spread over ... 600 servers.
If ANYONE thinks he can base anything on it is a fool and frankly a WOW hater.
I am quite convinced Wow will still have far more than 10.000.000 subscribers at the end of this year. And it WILL be confirmed by the financial sheets just like 2010.
What you see is the complete and combined force AGAINST Blizzard and WOW. It was never healthy to have ALL the marbles with one player and what you see is the envy in the industry.
Crappy Rfit sold 127 K in its first week's launch...OFFICIALY. Wow killers? Let me laugh.
---
What you see is the OLD guard, NOT wanting the game changes of the old thing they played back 5/6 years ago.
But what people here forget : it does NOT measure the new players in town, the NEW kids that came with basic WOW CATA and that simply never played an MMO. And they are with MILLIONS buying the basic WOW boxes over the next few years @ 19.95 dollars
It is enough to sell all content for 19.95 and you'll see a wow explosion for simply ... new players.
For evey old cow that moans an new virgin enters the game. And those are NOT measured by the old grognard websites.
You'll see it in the financial sheets. Wow will still be the > 1 billion dollar game WITH a subscription based revenue.
And a reassurance;
WOW will NEVER EVER go free to play : what WILL happen is: it will have a combined subcription with the new MMO. You could call it "free" of charge if you would want to subscribe to the new MMO in 2014.
See the hook ?
Along with all other Battle Net games btw.
Sally Bowls Mar 17th 2011 11:40PM
1) I think the question would be when WoW will go f2p. At some point WoW and any MMO will be discontinued completely. Maybe in a couple of years; maybe a couple of decades. After it is no longer the flagship of Activision Blizzard Inc; and subs have been declining; I could see them trying F2P when it would no longer be near the financial risk. That would seem like a logical idea to get a few more years out of the brand; perhaps a reasonable gamble at that point. Now it would be a multibillion dollar gamble. ( Although Cata's reception & Rift both mean WoW is worth less than it was last year. )
2) The outside-the-box F2P is advertising. Billions of dollars of entertainment TV, radio, newspapers and mags are provided free/lower cost every year because of advertisement. What if instead of your T11 weapon costing $1 it was the current system but cheaper/free. However, the Swift Red Gryphon was called the BMW M3 Gryphon; you restored health with Mountain Dew Health Potions; Perhaps an Apple advert on the Hero's board, etc. (Initially Trojan would not be allowed to advertise upstairs in the Goldshire Inn but perhaps eventually.) This is high risk but high reward; an MMO with 10million subscribers is worth more to advertisers than a startup with a few hundred thousand. Imagine trying to compete with WoW with a new game if WoW were free and yours was not. I.e., you have sucked the revenue out of the competitors.
You could say the expansion was $49 and $15 a month or $99 and no subscription for the life of the expansion. But we shall have advertising. This gets around the F2P stigma; nearly everyone would spend the $99 so there is no reason for them to ever unsub.
Too radical for the moment yet I think some company is going to try it at some point.
Philster043 Mar 19th 2011 4:25AM
I was introduced to MMO's through free to play - namely, Guild Wars, if you don't count buying the game and also the expansions themselves, but I don't consider that misleading - just good-natured attempts to make the game bigger. Sure, you could spend money to buy more character slots or change names or any of that, but you start with ten and for me that was plenty enough.
If it hadn't been for Guild Wars and its lack of subscription, I would have never gotten into MMO's, and I certainly wouldn't have been persuaded to try World of Warcraft, which opened me to a whole other world of awesome. I played GW 1 1/2 years and then WoW for pretty much the same amount of time now, and I've enjoyed both games very very much.
Guild Wars, while not on the level of WoW, did introduce me to what MMO's were all about - teaming up with other players to overcome obstacles on the way to completing the storyline and beating the game, and then on to tougher challenges, trying to finish the "end" dungeons. I also tried the PvP content, and it was pretty fun as well, more of a race in GW than a battle (though there were plenty of fighting!) but not bad at all for what it was, unless the lag got you.
My point is that in GW, I never once on the way had to buy anything in order to get the content that I needed to beat the game. I had to play to get everything, no money involved. If I had to, I would have been insulted and quit immediately and never tried another MMO again. GW pulled through though, so it's for that reason if WoW went free-to-play, if they followed GW's example, I wouldn't have a problem with it at all.
I got 100% satisfaction out of GW for what it was. It was a honest-to-god free-to-play MMO and it did its job well for that.
The main problems I saw with GW being FTP, after the EotN expansion, they just didn't invest as much time in expanding the games - other than modifying the classes' skills. GW on its release was overall pretty much the GW you'll get now. Not much's changed. There aren't that many final dungeons to beat. Certainly nowhere as involved as all the stuff you'll find in BC and WotLK and Cataclysm. Heck, the characters only get to level 20. But once you beat GW and all its expansions you'll feel accomplished enough as it is, though, but I still wanted a bit more, heck, if they had patches coming out now and then like what WoW's coming out with in 4.1 with the additions of Zul'Gurub and Zul'Farrak as heroic dungeons, I'd probably STILL be playing GW and I'd never have tried WoW! But GW didn't and that's why I stopped and tried other MMO's.
The game was also incredibly laggy whenever there were a lot of players online, which were often, especially in the cities and bg's. It helped that the world was the player's own instance, and I really wonder how they'll solve that problem with GW2.
But still, yeah, GW may be the exception to the rule. I've tried other free-to-play MMO's. I refuse to be one of these "whales" so yeah, I don't continue playing these MMOs if I feel like it's just trying to weasel its way into my pocket book in order for me to continue to play the game to the end.
But GW proves that's not necessary, and while it didn't kill WoW, it also had a nice fanbase that will be trying GW2 this summer. So FTP can work.
I don't think WoW needs to go FTP any time soon though. Cataclysm may be flawed right now, but unlike GW, the WoW dev team certainly will try to improve on it and correct their mistakes, and from the looks of things, they're already hard at work on it.