![]() However, users must remain subscribed to play these games the games are protected by digital rights management that requires an active account to play. Users need to download these games to their local computer or console to play. Game subscription services Subscription services like EA Play and Xbox Game Pass grant subscribers complete access to a large library of games offered digitally with no limitations. Several MMOs offer an initial trial period that allow players to try the game for a limited amount of time, or until their character reaches an experience level cap, after which they are required to pay to continue to play. ![]() Revenue from these subscriptions pay for the computer servers used to run the game, the people that manage and oversee the game on a daily basis, and the introduction of new content into the game. Game subscriptions Many massively multiplayer online games (MMOs) use monthly subscription models. League of Legends, which had already had a microtransaction model in place, established a constant push of new content on a more frequent basis (in this case, the release of a new hero each week for several years straight) to compete, creating the concept of lifestyle games such as Destiny and Tom Clancy's The Division. Valve carried this principle over to Counter-Strike: Global Offensive and to Dota 2, the latter which was in competition with League of Legends by Riot Games. Valve began earning enough from these revenues to transition Team Fortress 2 to a free-to-play title. Further updates added similar weapons which starting include monetization options, such as buying virtual keys to open in-game loot boxes. To fight against a shrinking player-base, Valve released the first of several free updates in 2008, the "Gold Rush Update" which featured new weapons and cosmetic skins that could be unlocked through in-game achievements. ![]() Another influential game establishing games as a service was Team Fortress 2. A significant impact on the use of GaaS was the expansion of mobile gaming which often include a social element, such as playing or competing with friends, and with players wanting to buy into GaaS to continue to play with friends.Ĭhinese publisher Tencent was one of the first companies to jump onto this around 20, establishing several different ways to monetize their products as a service to Chinese players which typically play on phone or at internet cafés rather than on consoles or computers, and since has become the world's largest video game publisher in terms of revenue. Over time, new forms of offering continued GaaS revenues have come about. The idea of games as a service began with the introduction of massively multiplayer online games (MMOs) like World of Warcraft, where the game's subscription model approach assured continued revenues to the developer and publisher to create new content. This often leads to games that work under a GaaS model to be called " living games", " live games", or " live service games" since they continually change with these updates. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game. Games as a service are ways to monetize video games either after their initial sale, or to support a free-to-play model. In the video game industry, games as a service ( GaaS) represents providing video games or game content on a continuing revenue model, similar to software as a service.
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