The Consequences of a Switch to Free-to-Play for Overwatch and Its Esports League
Abstract
:1. Introduction
- RQ1: What are the criteria that should be included in the assessment of the switch of business model for a videogame?
- RQ2: Based on these criteria, would Overwatch benefit from a switch from B2P to F2P?
- RQ3: What would be the impact on Overwatch League?
2. Materials and Methods
3. Results
3.1. Application of Massarczyk, Winzer and Bender: The Pros and Cons of F2P vs. B2P for Overwatch
3.2. Application of Luton: Additional Pros of F2P and Whether They Could Apply to Overwatch
3.3. Application of Seidl et al.: The Pros and Cons of a Switch Applied to Overwatch
3.4. Synthesis of the Three Models Used
3.5. Impact on Esports
4. Discussion
4.1. Application of the Framework to Other Videogames: Illustration with Call of Duty
4.2. Overwatch Popularity vs. Relevant F2P Games
4.3. How to Transition to F2P? The Example of CS:GO
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Element | Application to Overwatch | Support a Switch to F2P? |
---|---|---|
Obtainment of payments | Currently one payment collected at initial purchase, with optional in-game purchases. No ongoing subscription-based payments | Yes–system in place to obtain payments via in-game purchases |
Customer data | Some data likely to be connected, but extent unknown | Unknown |
Compulsory permanent internet connection | Compulsory internet connection for multiplayer | Yes |
In-game shop | Set-up will potentially change from lootbox to battle pass system (Searl 2020) which would support a F2P model | Yes, more so if a battle pass system |
Ongoing cost | All three criteria outlined are fulfilled | Yes |
Advertisement | Advertising depends on the success of Overwatch League | Unknown |
Luton (2013) F2P Element Considered | Applicable to Overwatch? | Example |
---|---|---|
Economic considerations | Yes, highly applicable | Battle pass system being embraced, loot boxes used previously |
Gameplay | Yes, highly applicable | Some social elements within Overwatch, very robust competitive system, sense of achievement through progressing through ranks, exploration less applicable |
Monetization | Yes, highly applicable | Content, competitive advantage not too applicable. Content is available from start, and there is no pay-to-win element to the competitive aspects. Customisation is the biggest source of monetisation through purchasing skins, with rare and time-limited skins encouraging purchase. Convenience is often used to skip tiers in battle pass systems, so likely to be more important for Overwatch 2 |
Analytics | Yes | Lots of elements can be measured and data readily available for analysis to inform decision making |
Marketing | Potentially, difficult to judge | Blizzard has a significant marketing budget, could use OWL as a form of marketing |
Variable or Parameter | Relation/Link to Overwatch | Support a Switch to F2P? |
---|---|---|
State variables | ||
Number of “light” users | 10 m monthly users | Likely yes |
Number of “heavy” users | Likely yes | |
Control variables | ||
Subscription fee | No subscription fee | N/A |
Unit price for a virtual good | Various | N/A |
Advertising rate | $270 m per year | N/A |
Switching time | Unknown | N/A |
Parameters | ||
Switching costs | Assumed to be marginal | Likely yes |
Inflow rate to heavy users (degree of addictiveness) in Stage i, I = 1,2 | Unknown | Unknown |
Advertising costs in Stage i, I = 1,2 | Unknown, could be amalgamated with the existing marketing costs | Likely yes |
Initiation rate if the subscription fee is zero | Unknown, assumed to be higher than zero | Likely yes |
Flow to heavy users if the unit price of a virtual good is zero | Unknown, assumed to be higher than zero | Likely yes |
Demand of virtual goods if the p2 = 0 | Unknown, assumed to increase | Likely yes |
Titles | Authors | Methodology | Primary Findings | Limitations | Application to Overwatch |
---|---|---|---|---|---|
Economic Evaluation of Business Models in Video Gaming Industry from Publisher Perspective | Massarczyk, E., Winzer, P. and Bender, S. (Massarczyk et al. 2019) | Catalogue of criteria is used for analysis including costs and revenues of video games. Results for each of the business models are summarized in a combined index. | F2P is seen as the highest ranking in the model developed from a publisher perspective. Traditional business models (B2P, P2P) are unattractive, to a lower extent for B2P. P2P is seen to have high running costs and limited potential revenue. | Lack of in-depth analysis, lack of evidence and examples. | Supportive of a move to F2P |
Free-to-Play: Making Money From Games You Give Away | Luton, W. (Luton 2013) | Qualitative and narrative method, considering economics, gameplay, monetization, analytics and marketing. | F2P is seen as “better” as players can decide on how much to spend, more people can access the games. | Lacks scientific rigour, no real method explained or used. Subjective considerations. | Supportive of a move to F2P |
Serious strategy for the makers of fun: Analyzing the option to switch from pay-to-play to free-to-play in a two-stage optimal control model with quadratic costs | Seidl, A., Caulkins, J., Hartl, R. and Kort, P. (Seidl et al. 2018) | A two-stage optimal control model analysing a switch between business models. Stage 1 considers a subscription business model, Stage 2 considers a microtransaction or F2P business model. | Optimal model depends on numerous factors such as how rapidly casual users escalate to this more intense playing state, the willingness of users to pay for additional content, and the costs of changing the business model. | Large amount of generalisation undertaken. Logic used to develop the method not specific to videogames. | Likely supportive of a move to F2P |
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Newham, T.; Scelles, N.; Valenti, M. The Consequences of a Switch to Free-to-Play for Overwatch and Its Esports League. J. Risk Financial Manag. 2022, 15, 490. https://doi.org/10.3390/jrfm15110490
Newham T, Scelles N, Valenti M. The Consequences of a Switch to Free-to-Play for Overwatch and Its Esports League. Journal of Risk and Financial Management. 2022; 15(11):490. https://doi.org/10.3390/jrfm15110490
Chicago/Turabian StyleNewham, Thomas, Nicolas Scelles, and Maurizio Valenti. 2022. "The Consequences of a Switch to Free-to-Play for Overwatch and Its Esports League" Journal of Risk and Financial Management 15, no. 11: 490. https://doi.org/10.3390/jrfm15110490
APA StyleNewham, T., Scelles, N., & Valenti, M. (2022). The Consequences of a Switch to Free-to-Play for Overwatch and Its Esports League. Journal of Risk and Financial Management, 15(11), 490. https://doi.org/10.3390/jrfm15110490