Protective ShieldVehicle combat games, explained

What free to play actually costs

The short version. A game with no purchase price still has to pay its developers. Knowing which of the four common revenue patterns a title uses, before you are attached to an account, is the difference between deciding what to spend and discovering what you spent.

Nearly every online vehicle combat game is distributed without a purchase price. That is not a discount and it is not generosity; it is a distribution decision. Removing the price removes the largest barrier to trying the game, and revenue is collected afterwards from the fraction of players who choose to spend. Understanding how that collection is designed is worth more to a new player than any amount of advice about builds.

Where the money enters

The money enters at the points where the game creates friction and then offers to remove it. Time is the most common friction: parts are earned by playing, playing takes hours, and hours can be exchanged for money. Variety is the second: a broader set of parts makes the building more interesting, and the broader set is easier to reach by paying. Presentation is the third, and it is the least consequential, because a paint scheme changes nothing about how a match goes.

None of that is inherently a problem. Plenty of people play these games for years without spending, and plenty of others decide the game is worth thirty dollars of their money and spend it deliberately. The failures happen when the decision is not deliberate, which is why the rest of this page is about making it deliberate before you start rather than at the moment you are offered something.

Four revenue patterns

Most monetisation in this genre is a combination of the four below. Identifying which ones a title uses takes about ten minutes on its store page and in its in-game shop.

Common revenue patterns in free-to-play online games, with what each one means for a player deciding whether to spend.
PatternWhat you buyCost predictabilityWhat to check first
Direct saleA specific named item or part, at a listed priceHigh: you know the price and what arrivesWhether the same item can also be earned by playing, and roughly how long that takes
Premium currencyA currency that is then spent inside the gameModerate: bundle sizes rarely match item prices, so a remainder is normalThe smallest bundle that covers what you want, and whether leftovers can be used
Season or battle passA track of rewards unlocked by playing during a set periodHigh on price, low on time: the cost is fixed, the hours are notThe length of the season and how many hours the track assumes
Randomised containersA chance at an item rather than the itemLow: the amount needed to reach a specific item is not knowable in advanceWhether the odds are published, and whether any limit on repeat purchases exists

The first three are budgeting problems. The fourth is a different kind of decision and deserves its own section.

Randomised items

A randomised container sells a chance rather than an item. You pay a known amount and receive an unknown result drawn from a pool. Because a specific desired item may not arrive on the first attempt, the total spent to obtain it is not knowable in advance, and that is the structural difference between this pattern and every other one on the page.

In Australia, the way a game handles in-game purchases can be relevant to how it is classified, and the classification assigned to a game together with its consumer advice can be searched on the Australian Classification website. What a particular title carries is a question for that database and for the game's own store listing, not for a summary page, so look the individual title up rather than assuming. Step 5 explains how to run that search.

A useful test before buying a randomised item

Decide the amount you are prepared to spend in total, in AUD, before opening the shop, and treat that amount as the price of the attempt rather than of the item. If you would not pay that amount and receive nothing, the purchase is not one to make. This site does not present randomised purchases as suitable for anyone under 18.

What Australian law gives you

Purchases made by consumers in Australia are subject to the Australian Consumer Law, which is administered by the Australian Competition and Consumer Commission together with the state and territory consumer protection agencies. The ACCC publishes guidance on consumer guarantees and on how the law applies to digital products, and that guidance is the source worth reading rather than any third-party summary, including this one.

Two general points are worth carrying into any purchase. The first is that consumer guarantees exist independently of a seller's stated refund policy, and a business cannot remove them by writing something different into its terms. The second is that misleading statements made in trade are themselves prohibited, which applies to how a product is described to you before you pay. If you believe a purchase has gone wrong, the ACCC's website sets out the steps and where a complaint goes; for the specifics of your situation, contact your state or territory consumer protection agency, which the ACCC site lists.

Before you spend anything

A short pass through the following, in the first week rather than the first hour, removes most of the regret reported in this category.

  • Play for at least a few sessions without spending, so that you know which parts you actually reach for.
  • Open the in-game shop deliberately once, read what is in it, and close it without buying.
  • Find out whether the item you want can be earned by playing, and roughly how many hours that represents.
  • Check whether the account can be moved between platforms, and whether purchases move with it.
  • Read the publisher's refund position, then note that it sits alongside your rights under the Australian Consumer Law rather than replacing them.
  • Confirm no payment method is stored on a shared computer, and that the account signs out when you finish.
  • Decide a monthly figure in AUD, write it down somewhere outside the game, and treat it as a ceiling rather than a target.

Setting a limit that holds

  1. Pick a number you would not mind losing entirely. If the number requires justification, it is the wrong number.
  2. Fund it separately. Prepaid credit or platform gift cards enforce the ceiling by construction. A stored card does the opposite.
  3. Put a delay between wanting and buying. A day between deciding and paying removes most impulse purchases without removing any considered ones.
  4. Keep a note of what you spend. Four small purchases are easy to forget individually and obvious in a list.
  5. Review after a month. If the spending bought something you still value, the arrangement is working. If not, adjust the number rather than promising to be careful.

Questions people ask

No. It means no payment is required to download the game and play it. Titles distributed this way almost always sell something optional as well, and the request to buy it is part of the design rather than an afterthought.

The Australian Consumer Law applies to goods and services supplied to consumers in Australia, and the ACCC states that it covers digital products. What that means for a particular purchase depends on the circumstances, so the ACCC's own guidance at accc.gov.au is the place to check rather than a forum post.

A time-limited track of rewards, usually sold for a fixed price and unlocked by playing during a defined season. The cost is fixed and known in advance, which makes it easier to budget for than randomised purchases, but it is built to reward regular play within a window.

Do not store a payment method on the account or in the platform client, use prepaid credit for gaming spending, and keep the game account signed out on shared machines. Step 5 of this path covers household arrangements in more detail.

Where this goes next

Money is one of the two questions that decide whether a title is worth your evening. The other is whether it will run at all, which in this category is a desktop question with a Windows and Linux bias that catches out anyone planning around a laptop or a Mac.

Step 3: checking your desktop setup covers how to find out what is inside your computer, what the published requirements mean in practice, and what to do when the answer is no.