• tal@lemmy.today
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    2 days ago
    Rank Title Release Year Country of Origin Free-to-Play
    1 Roblox 2006 US Yes
    2 Counter-Strike 2 2023 US Yes
    3 League of Legends 2009 US Yes
    4 Minecraft 2011 Sweden In China
    5 Fortnite 2017 US For modes other than Save the World
    6 Dota 2 2013 US Yes
    7 Valorant 2020 US Yes
    8 World of Warcraft 2004 US No
    9 The Sims 4 2014 US No
    10 Call of Duty: Black Ops 7 2025 US No
    11 Escape from Tarkov 2025 Russia No
    12 Overwatch 2 2023 US Yes
    13 Marvel Rivals 2024 China Yes
    14 PUBG: Battlegrounds 2017 South Korea Yes
    15 World of Warcraft Classic 2019 US No
    16 Grand Theft Auto V 2013 UK No
    17 Diablo IV 2023 US No
    18 Wuthering Waves 2024 China Yes
    19 Genshin Impact 2020 China Yes
    20 Apex Legends 2019 US Yes

    I think that a bigger story there is the dominance of F2P games.

    EDIT: Added release year after @Quetzalcutlass@lemmy.world mentioned age.

    EDIT2: And country of origin, while I’m at it.

    EDIT3: Note that the release dates on some of these are a bit apples-to-oranges. For example, Escape From Tarkov only had its 1.0 release in 2025, but had been widely-played well before that, so maybe “availability” would be more interesting than “release”. World of Warcraft Classic only split from World of Warcraft in 2019, but both games have an origin in World of Warcraft, which was released in 2004.

    • Quetzalcutlass@lemmy.world
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      2 days ago

      Nearly every title on that list is also a live service game that has been released for years. It’s almost like supporting your product post-launch builds a dedicated userbase or something.

      (And yeah, I know it’s actually because of the profitability of addictive design patterns combined with microtransactions. Let me dream, please.)

      • ampersandrew@lemmy.world
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        3 days ago

        This is also survivorship bias. Plenty of companies would love to support their game post launch and make this much money, but they go under trying to follow the same playbook; even the ones that were successful doing so before.

        • Quetzalcutlass@lemmy.world
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          12 hours ago

          True. I know Dean Hall (DayZ, Stationeers, Kitten Space Agency) destroyed any hope of his survival game Icarus becoming a major success by releasing hundreds of dollars of expensive DLC during Early Access, then later admitted it was because the money from his previous projects had slowed to a trickle and splitting his current project into a bunch of paid packs was the only way he could stay solvent. Even the megahits of the past all die out at some point.

          • SincerityIsCool@lemmy.ca
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            2 days ago

            Doesn’t help that Icarus is such a technical mess. Certainly limits the player base when you shoot for a graphically demanding game and then don’t bother with working on performance.

            Maybe I’m just grumpy that I can’t play it anymore since switching to Linux despite upgrading my gpu.

      • tal@lemmy.today
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        3 days ago

        I should totally put release date on there too. Just a sec, will add on a column with that.

        • Quetzalcutlass@lemmy.world
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          3 days ago

          Wow, most of them were even older than I’d thought. And even some of the new ones like Tarkov were in Early Access for years before their official release date.

          (You flipped the date and country for 16 and 17, btw) Already fixed, never mind!

            • Quetzalcutlass@lemmy.world
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              2 days ago

              One minor correction, I believe The Sims 4 went F2P at some point. They’re funded entirely by expansion packs now.

              • tal@lemmy.today
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                2 days ago

                Yeah, I thought about changing it, but…the problem is that while the base game is playable now for $0, the overwhelming bulk of the game’s content is in expansion packs. Like, I don’t think that people really buy and play just the base game; it’d be more like a demo.

                EDIT: A similar game might be DCS. I mean, yes, technically the base game is free, and you get (checks) a WW2 fighter and a Soviet ground-attack jet. But…basically that acts as a demo, and everyone is going to go out and get at least their favorite aircraft, and most of those aircraft cost about as much as a full-priced video game does. Hell, a couple of them are $80 each.

                • Quetzalcutlass@lemmy.world
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                  2 days ago

                  That’s fair. Though, by that logic would you consider something like that one Final Fantasy MMO F2P or not? I believe it lets you play all the old content for free and only charges for the last (few?) expansions.

                  • GriffinClaw@lemmy.zip
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                    2 days ago

                    I would call it stradling between F2P and Subscription.

                    Got 6 months worth of free playtime before I got a sub, at which point I felt more guilty not to.

    • paraphrand@lemmy.world
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      2 days ago

      Free to play, and “ever games” or whatever you want to call them. Solid classics that are easy to return to for years. Left 4 Dead 2 is a great example.

    • brucethemoose@lemmy.world
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      3 days ago

      Or effectively F2P/MTX based ones, even if they have an upfront cost.

      And it’s not even counting mobile.

      I hear a lot about the resurgance of honest, pay-upfront games, but revenue sure isn’t supporting that.

      • Quetzalcutlass@lemmy.world
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        3 days ago

        F2P games are subsidized by a small minority who will throw a hundred dollars a month into the game to obtain and max out whatever FOMO event or item/character is on rotation, and by an even smaller group of obscenely wealthy (or mentally ill) players who will spend tens of thousands of dollars just to say they own everything.

        I’d honestly be fine with this model if the ones funding it were treated like patrons of the arts or something, but instead the industry hired a bunch of psychologists to run incredibly unethical experiments to create literally addictive design patterns encouraging the weak-willed or mentally ill to spend more.

        Modern F2P game design is predatory and downright evil in the way it’s carefully cultivated to be just fun enough to continue playing, while constantly dangling the promise of more enjoyment if you’d only spend a tiny bit more (with that ‘bit more’ often only granting a small chance at getting what you want, with ‘pity’ systems only guaranteeing the desired drop if you spend the equivalent of around a hundred bucks in premium currency). But since it’s obscenely profitable, I don’t foresee it going away without legislation banning those practices.

        • MousePotatoDoesStuff@lemmy.world
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          2 days ago

          Yeah, that’s what I hate about Genshin Impact most - the predatory gacha and FOMO-exploiting business model ruining what would otherwise be a peak game I could recommend to basically anyone.

        • Korhaka@sopuli.xyz
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          2 days ago

          It depends, it’s certainly inaccurate to describe all F2P games as doing this. Runescape, at least back in the 2000s, was F2P or a monthly sub. That was it.

          • mika_mika@lemmy.world
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            2 days ago

            Runescape also was a free game at a time when those weren’t really common. I honestly can’t think of any others with the scope of RS.

            Not only was it free, it ran entirely in a browser window.

            That’s how it managed to build its player base, and it coasts on that nostalgia to this day.

              • mika_mika@lemmy.world
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                2 days ago

                Miniclip, Newgrounds, and similar felt more like mini games.

                For free and in browser with some actual progression, I can think of RuneScape and those Artix Adventure Quest series games. I played both, but Runescape definitely felt like more of a complete game with 3D models and all.

                God, I had forgotten how bad those Artix games were til I remembered them just now.

                • Trainguyrom@reddthat.com
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                  1 day ago

                  I played the bejeezus out of Runescape until I picked up Minecraft as a teenager. The free to play section certainly had its limits (only like 30 quests, about a dozen skills and only like 1/4 of the map) but you could absolutely access many, many hours of content purely in free to play. Compare that to another title from around the same era, Disney’s Pirates Online, which gave you an initial 3 days of free premium membership on account creation, you’d largely run out of free content and find everything gated to membership within a couple of days so it was hard to enjoy past those first 3 days unless you could convince your parents to buy you membership.

                  Of course, both have extremely healthy community-run revival projects in 2009Scape and The Legend of Pirates Online respectively.

                  There’s also other projects like 2004scape, 2007scape, Darkan, Open RSC etc. depending on your preferred era of Runescape to relive, but ORSC and 2009scape seem to both have the most active development and most active communities by far (and ORSC is early enough to be hard to enjoy if you aren’t deep into vintage gaming)

                  • mika_mika@lemmy.world
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                    1 day ago

                    Vintage gaming?? Runescape??

                    I played during the height of it’s Runescape 2 popularity in middle school and I don’t think I’m that antique yet. 😭 Minecraft released while I was a high schooler playing alpha and the kids still like it!! I’m not old!

                    RuneScape’s age shows more I think because it was entirely playable in a browser window (which came with its limitations). Aside from having a hefty chunk of free content, this is what I credit its success to.

                    My poor self was happy to be playing anything on the, even at the time, old family PC. A choppy fps low polygon RPG on a java game, because that’s all I could afford, was quite swell after school with my friends online. Anyone could just pull it up on theirs, no DL.

                    It was accessible and didn’t require a lot of machine power. It’s got a player base today not because it’s a fantastic game, but because there’s a lot of people who are nostalgic for it.

        • brucethemoose@lemmy.world
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          3 days ago

          Regardless of whatever fraction most of the revenue comes from, they still draw absolutely massive amounts of players.