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Free-To-Own: The New Web3 Gaming Monetization Model

The free-to-own model is the latest concept to be introduced into the web3 gaming world by Limit Break's CEO and gaming visionary, Gabriel Leydon.

Written by
Mostafa Salem
Updated
Reading time
4 min
Topic
Opinion Pieces
Game of War and $2.8 Billion in Revenue
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The web3 gaming industry has cycled through play-to-earn, play-and-earn (which we champion in our reviews), and play-to-own. Now there's a new term gaining traction: free-to-own. The concept comes from Gabriel Leydon, CEO of mobile gaming firm Limit Break, which recently raised $200M.

Leydon's background matters here. He previously led Addmired and Machine Zone, companies that mastered the freemium model. Machine Zone in particular cracked the code on free-to-play games supported by microtransactions, turning that approach into a money-printing machine.

Game of War and $2.8 Billion in Revenue

Game of War – Fire Age launched in 2013 as a freemium mobile multiplayer online strategy game. By 2018, Sensor Tower Store Intelligence estimates put its worldwide revenue at over $2.8 Billion. Leydon and the Machine Zone team built that figure through relentless focus on player value and retention.

The numbers tell the story. In 2015, mobile players spent an average of $86.50 per year on in-app purchases. Game of War – Fire Age players averaged $550. That's more than 6 times the industry standard. Critics called it pay-to-win, and they weren't entirely wrong. But the lessons from that success are now feeding into free-to-own for web3 gaming.

What is Free-to-Own?

Leydon's pitch: everyone starts on equal footing. Your progress depends entirely on time and dedication. As you play, you earn rewards in the form of NFTs that you actually own. These NFTs could function as factories or generators for other in-game assets — cosmetics, companions, weapons, maybe even additional characters.

The model lives or dies by its community. Players chasing ROI will bail if they don't see returns or if their time feels wasted compared to other games. Free-to-own sidesteps this by giving players assets for free from the start. No initial investment means no psychological pressure to recover costs, which makes players more willing to hold assets long-term and see where the game goes.

Limit Break tested this with a free mint for the DigiDaigaku Genesis collection, revealed on August 11. The collection floor went from 0 ETH to 13.5 ETH at the time of writing, with only 151 listed out of 2022 total. It's a straightforward example of how the model depends on the community valuing what they hold.

What Could Make or Break Free-to-Own?

Free-to-own has a real shot because existing models have obvious problems. Play-to-earn collapsed when token prices tanked, leaving players with no ROI for their time. It spawned guilds whose entire business model was lending assets to players grinding the best-earning games. That only worked as long as the returns held up.

Free-to-own pushes dedication. Players who invest time get rewarded. But the model has unanswered questions. Is the game fun enough to keep players around long enough to care about rewards? How unique will each player's rewards be? Are there in-game transactions that let players pay to skip ahead? These details will determine whether free-to-own actually works.

If a Limit Break game doesn't appeal to enough gamers, the concept needs rethinking. If everyone at the same level gets identical rewards, what's the point of owning anything when everyone else has the same stuff? If pay-to-win mechanics let players bypass effort and grab the rarest rewards, the equal starting point becomes meaningless.

These are surface-level concerns, but they're real threats. Still, it's refreshing to see a new approach in web3 gaming, especially from someone with Leydon's track record. The concept only works if it keeps delivering value to players and asset owners. Limit Break has already announced a free airdrop to all DigiDaigaku holders that can be staked, burned, or combined. The choice is yours, and that user-focused approach is what free-to-own is supposed to be about.

What do you think of free-to-own? Do you think we will see a lot of future games adopting the concept? Let us know your thoughts in the comments below.

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Mostafa Salem

Written by Mostafa Salem

Head of Gaming Research Published .

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