“It can be earned in-game.” That’s the line we hear every time new pledge-store items are introduced—FPS gear, ships, racks and blades. But when you look closer, it becomes clear: this isn’t just about what’s available—it’s about how the game is structured. Many modern MMOs are leaning into P2W mechanics. Let’s break down the core problems, show how they affect real gameplay, and look at studios and companies that build trust without these tactics. Don’t build pressure loops: Build ecosystems. Don’t monetize discomfort: Monetize pride. Don’t chase whales: Build a loyal fleet. Players will support a game financially—if they feel respected, invested, rewarded, proud. Core problems Compromised game design Intentional friction loops: slow travel times, resource scarcity, or clunky inventory systems knowing that players can bypass them via microtransactions or store purchases Repetitive mechanics: Monotony that wears players down over time. Store sells you a way out. Unnatural grind walls: Progression is padded with filler content to push players toward spending cash to accelerate advancement. Ingame events pushed by monetization: Events designed for the pledge store Power disparity and community division Wealth ≠ Skill: Players who spend more gain access to superior gear (FPS armor, weapons, upgraded components, AI blades), regardless of in-game skill or effort. Unfair PvP/PvE advantage: Those with store-bought advantages dominate encounters, undermining competitive balance and cooperative gameplay. Erosion of gameplay motivation Achievement is undermined: Grinding for high-tier gear loses meaning if someone can just buy it instantly. Adventure is disincentivized: Why explore dangerous areas or take on complex missions if gear can be bought without risk? Dedicated players get frustrated: Long-term players may leave if they feel their investment of time is devalued by cash purchases. The cost of “It’s earnable ingame” Let’s break it down: Player X pays real money for Item A, B, C… all the way to Z. Player Y doesn’t, and must grind hours for each of those. One player skips the effort. The other carries the weight of progression for the entire system. That's an imbalance built into design. It affects everyone Still think it doesn’t impact you? Consider: A group is "Looking for miner with fully upgraded Prospector (item A, B, C required)" => You’re excluded from groups that expect store-tier loadouts. You’re salvaging in your Vulture, but someone else, fully upgraded via store purchases, cleans the wrecks faster than you => You’re outperformed in salvage or mining by players who skipped progression You “do your own thing,” but the economy doesn’t care. Payers do it faster, sell it cheaper, and set the price floor. You’re playing in their economy. They control the supply, the prices, and pace. The loss: engagement, trust, balance This is how games slowly self-sabotage: They compromise gameplay, kill long-term engagement, undermine competition, and destroy the sense of accomplishment: Players no longer invest because they’re proud of their progress. They invest because they’re trying to escape a frustrating system. Retention drops among players: When casuals and veterans feel sidelined by paying players, community trust erodes. Gameplay is affected: If high-tier gear is easily purchasable, even in-game economies lose stability. Negative perception: Star Citizen has already faced criticism for monetization. Continued trends toward P2W mechanics can damage reputation. It doesn’t have to be this way Let’s look at studios doing it differently—earning loyalty. Baldur’s Gate 3: player-centric design Baldur’s Gate 3 achieved massive success by doing what much of the industry has neglected: putting players and storytelling first. Larian Studios built trust through transparency, creative freedom, and polish, culminating in a game that values depth over drip-fed monetization. CEO Swen Vincke’s public stance—that a good game doesn’t need endless monetization to succeed—resonated with a community hungry for complete, respectful experiences. Even post-launch, Larian continues to support the game with free, meaningful updates, while deliberately refusing to sell a rushed or unnecessary DLC. This refusal to “cash in” reinforces a bond with fans who feel seen, heard, and valued, proving that long-term loyalty can be earned by prioritizing quality over short-term profit. They prioritize deep gameplay, respect for player agency, free meaningful updates post-launch and players rewarded them with massive trust, lasting loyalty, and long-term success. Cyberpunk 2077: a story of redemption CD Projekt RED’s journey with Cyberpunk 2077 is a rare example of a studio publicly taking responsibility for a troubled launch—and committing to making things right. After a release plagued by performance issues, especially on last-gen consoles, the studio faced heavy backlash and loss of trust. Rather than deflect blame, CDPR acknowledged the flaws, apologized, and spent the following years systematically fixing the game through major updates, technical overhauls, and UI improvements. This culminated in Phantom Liberty, a high-quality DLC that not only expanded the narrative with depth and polish, but also redefined the core gameplay experience. By embracing responsibility and transparency and reinvesting in the game, CD Projekt RED managed to rebuild player trust. Loyalty? It works. It pays off. Yes, I'm deliberately using Apple as an example... as a PC / Android user, knowing it could be divisive but noone can seriously pretend that Apple fails. Their tactics are very aggressive, yet its success isn’t built on FOMO or pressure. It’s built on: Loyalty: An ecosystem that makes people want to stay. Over time, this builds loyalty. Pride: Products that feel aspirational and respected. People feel proud to own them. Belonging: A brand identity that users adopt and defend. Apple appeals to feeling unique, forward-thinking, and part of something exclusive. Instead of chasing short-term revenue with predatory tactics, Apple chooses long-term trust, loyalty, and prestige —rewarding it with consistency and integration. Apple products signal status through quality. The branding signals creativity, style, and success. Apple fuels a self-reinforcing customer base: one that buys again not because they’re tricked—but because they trust, enjoy, and identify with the brand. Apple gets people in and keeps them with value. Build an ecosystem, not just a product and a storefront. Ideas? Ideas: Exclusive interiors, missions, custom features—but not raw power boosts. Support and promote time invested with deeper and richer loops—not faster salvage or better aim through your wallet. Veteran skins, org bonuses, long-term progression and reputation rewards. Cosmetics, decorations, customizations can still be sold. Star Citizen has something rare but the more it leans into cash-for-advantage, the more it risks burning long-term trust for short-term gains. Build a game we’re proud to stay in. Not just one we’re pressured to pay through.