“QuizQuiz” is a South Korean Massive Multiplayer Online (MMO) game released in 1999. It is based around solving trivia questions with fellow players and contains a lobby space and private servers, much like MMOs today. It is widely considered one of the first games to subscribe to a free-to-play model, while also solidifying itself as the longest-running MMO still playable today.
And for good reason, since you can’t beat free.
With game prices skyrocketing from $60 to $70 and deluxe editions worth double that, not to mention the prices of consoles and PCs, it is about time we start distancing ourselves from these absurd prices. Not to mention when a plethora of these pricey games also have dozens of microtransactions, regardless of being single-player or multiplayer. I’m looking at you, EA, which is patenting ad placements in-game.
Being a college student, I am no stranger to stretching money whenever possible. However, with successes like “Marvel Rivals” or “Fortnite” that both continue to bring in scores of players, the successes of free games challenge the prejudices established; the idea that they’re lower quality or “pay-to-win.”
For the past few years, the “Call of Duty” franchise has been knee-deep in controversy. It ranges from the gargantuan amount of disk space the game takes up, to its most recent installation, “Call of Duty: Black Ops 7” being littered with AI-generated content, a slew of microtransactions, and a lackluster story. Yet, people keep buying!
Why?
The glaring issue that turns away most people from these free games is the possible inclusion of pay-to-win mechanics. It is a misconception that all of them are filled with people beating you with your wallet. Admittedly, a few bad apples exist, but there are so many free alternatives with much more dedicated development teams.
Fancy a souls-like game? “Where Winds Meet” is a “Sekiro”-esque open-world game, with gameplay, story and boss fights that rival triple-A games. It is made by NetEase, the company behind “Marvel Rivals,” another free-to-play game that took the gaming community by storm.
Want to enjoy a fighting game? “2XKO,” Riot Games’ new 2D fighting game featuring select characters from the “League of Legends” roster, has you covered.

More of a military person? “World of Tanks” redefined vehicular combat altogether, spanning decades of military history, or popular first-person-shooter games’ free counterparts like “Call of Duty: Warzone” or “Battlefield: REDSEC” that let you play with the same gunplay. I have gotten back into “Warframe” lately. Replaying it made me realize how much content is in the game, with free DLCs and multiple game modes to enjoy.
Both “Dota 2” and “Counter-Strike 2” have maintained steady playerbases for years while boasting skill-based gameplay. Some forgo player-versus-player gameplay altogether and embrace player-versus-environment, the focus being on competing against computer controlled enemies. Paying for progression in PvE games arguably makes you miss out on the experience of earning it.

What about the microtransactions? Look at the “2K” games and their paid progressions, or even the “Assassin’s Creed” franchise and their single-player games with microtransactions and purchasable DLCs.
At what point does supporting these franchises go from loyalty to a brand and blind devotion? I loved the old “Call of Duty” games—“Black Ops II” was my baby. “Assassin’s Creed III” also holds a special place in my heart. But companies have shown they do not care about their playerbase and consumers as a whole.

Whether it is free games that have been around for well over a decade, like “Warframe,” with free DLCs and thousands of hours of content, or a burgeoning new shooter like “Marvel Rivals,” they are all well worth your time. Our wallets are only so deep, and when companies try to reach further, the only action you can take is to put your wallet away.




