49. Subscription 2.0 Innovation in Games
Article and discussion about subscription models, and their potential future directions
Subscriptions have been bubbling under the surface of F2P economies for years. Quietly present. Occasionally praised. Sometimes dismissed. But always theorized by game economy designers who has sensed their untapped potential — not just as a perk, but as a foundational layer to more sustainable and engaging monetization ecosystems.
And after years of observing, sometimes testing, and writing about economies, systems, and hybrid models — it's about time I give it a proper spin myself. Especially now, as it looks subscription models are over, and over, again being talked more openly about on multiple occasions, incl. events, LinkedIn conversations, 1-to-1s with other designers, etc. It’s fascinating how things always goes in cycles — and, for this one, I believe it’s time to give it a new spin.
So, let’s talk about where subscription models have been, where they are now, and where they could go.
From Service Layers to In-Game Advantage
Today, most basic subscription models in games fall into two buckets:
Service-based subscriptions — Xbox Game Pass, Apple Arcade, or Netflix for games. Pay a monthly fee, get access to a library (Woo-hoo! Also sometimes great places to bury bad games).
In-game VIP / subscription passes — A premium lane inside a F2P game, usually offering daily gems, faster progression, exclusive missions, or QoL perks.
These models are familiar. They work decently well — sometimes poorly. But, well, they rarely scratch beyond the surface.
They’re transactional in nature. Pay 5 or 10 USD / month, get a predictable yield of soft currency, maybe a little XP boost, and/or the removal of ads. Some games go a step further, tying subscriptions to itemization and progression speed (one step usually better, when done right). The player essentially opts in to a “wealthier” version of the same grind.
But here’s the rub: that grind is still usually tuned around classic F2P decay curves, retention cliffs, and monetization triggers. Subscriptions in this form are more like lubricants to old engines than the engine itself.
The Hidden Layer: Evolving Tiers and Player Identity
What if a subscription wasn’t just about removing friction, but became a persistent, evolving identity layer within the game? Imagine that (very AI term).
A progressive, tiered subscription model could chance the game:
Tier 1: Access to e.g., cosmetic perks and daily soft currencies.
Tier 2: Exclusive co-op PvE content / systems, social club tools, expanded features, and/or daily premium currencies.
Tier 3: Advanced progression mechanisms, special token access, and/or early content access before e.g., Event Passes.
Tier 4: Influence over governance features, access to economy-shaping tools, or direct participation in developer feedback loops.
And so on… basically for whatever you want to define it for.
Totally different. Game changer. Definitely transforms a subscription into more than a “VIP pass” — it becomes an RPG-like meta-progression system not gated solely by spend, but by ongoing commitment and ecosystem engagement.
Social Subscriptions: Belonging and Contribution
Monetization often focuses on individual gain. But social-driven monetization shifts focus toward collective identity and shared progression.
Subscriptions can evolve into social contracts:
Unlock shared benefits for guilds or factions.
Reflect team commitment in seasonal content.
Provide access to exclusive collaborative events and rewards.
Think of subscriptions as contributing to a shared economy, where your participation benefits a larger community and reinforces long-term investment.
Note: Interested to learn more about social group monetization strategies? Read following articles next:
Integrating with the Battle Pass Era, and Innovating on Top of It!
We already live in the era of passes — Battle Passes, Event Passes, Collection Passes. They’re time-limited subscriptions with defined ROI.
The next evolution? Integration:
A base subscription that automatically enrolls players in all seasonal passes.
Higher tiers offering retroactive access to past passes’ content.
Subscription-generated currency used to unlock pass milestones.
Subscription-generated tokens to progress faster on other events, with proper systems loop integrated driving user back to core-focused progression and spending.
And further yet: multi-tiered and multi-type passes:
Multi-tiered passes provide optional progression lanes for players of different commitment levels:
A Bronze Pass might offer basic perks and soft currency.
Silver adds cosmetics and event boosts.
Gold unlocks legacy content and new modes.
Multi-type passes can cater to different playstyles (each with distinct progression, rewards, and value systems):
Combat Passes.
Builder Passes.
Social/Club Passes.
Exploration Passes.
Subscription-like Microtransactions
Additionally, I believe we’ll be seeing the rise of subscription-like microtransactions: purchasable event passes or limited-time tracks that mimic subscription structures without the recurring billing.
These systems often use stepwise incentives — every milestone you unlock nudges you toward the next purchase. Players are encouraged to keep buying “just one more” segment to complete the reward chain or unlock the final legendary item. Or maybe just opt-in through fancy discounts, if you get that working.
These designs tap into commitment escalation while offering flexibility in purchase cadence.
Hidden Subscription Model
Some designs even create a "hidden subscription" experience. Instead of recurring payments, players purchase time-limited boosts — like premium account time or content unlocks — that provide enhanced rewards, faster progression, or better efficiency.
These purchases don’t auto-renew, but psychologically behave like subscriptions, incl. time duration (e.g., 1 day, 30 days, 90 days). Players feel compelled to maximize their benefits while active, creating recurring engagement loops — players feel a need to log in and play regularly to “get value” from their premium time, whilst the game rewards consistent activity during that window; leading naturally players to chain purchases through buying the next round of premium time before the current one expires. The result is a soft commitment model turned hard: subscription in behavior, but microtransaction in form, with a behavioral habitation pattern.
When layered with events or limited-time goals, they can drive playtime and monetization rhythm without overtly asking for a monthly fee — layering premium time with events, seasonal content, and reward tracks (you’re playing on a high-efficiency “track”) that are far more efficient to complete with premium benefits.
Why players stick? Basically lapsing on these models would mean falling behind in progression, missing content, or getting lower yield per play session.
Progressive mix with hidden subscription model could be also interesting direction to explore.
Subscription-Based Amplifying
Blending these into the broader subscription model can create hybrid ecosystems where players toggle between fixed monthly value and dynamic, event-based participation.
This integration positions subscriptions as both foundations and amplifiers within modern monetization frameworks.
Note: Interested about evolved strategies over Battle Passes (incl. other types of Passes)? Read more from following articles:
Experimental Spins on Subscription Design
Some forward-thinking ideas worth exploring:
Faction-Based Subscriptions: Players subscribe to a faction, influencing its power, reach, or economy in real-time competitive or cooperative settings.
Narrative Subscriptions: Episodic storytelling driven by subscriber engagement. Choices are influenced by collective votes or seasonal participation.
Creative Patron Tiers: Players at certain tiers submit cosmetics, participate in closed betas, or vote on design directions.
Subscription Gifting: Players sponsor friends or new players into higher tiers, unlocking viral k-factor growth and goodwill-based progression.
Spectatorship: Subscriptions granting enhanced access to live-style events or persistent world developments, giving spectating / passive players tools to observe, influence, or interact socially with high-stakes play.
Evolution from a “hidden subscription”:
Dynamic Duration Pass: Premium status earned or extended by activity, not just purchases.
Guild-level Premium Effects: One member’s premium time benefits the whole group.
Seasonal “linked time” boosters: Players who subscribe during overlapping periods unlock synergy rewards (e.g., bonus loot for both players).
A New Foundation
It’s time we stop treating subscriptions like loyalty cards and start treating them like meta-systems — identity frameworks, social amplifiers, and long-tail economic engines.
Done right, subscriptions can become:
Long-term engagement anchors.
Signals of commitment and community.
Ecosystem-friendly alternatives to shallow IAP-driven design.
There’s much more to uncover, and this is only the beginning. Subscriptions aren’t just recurring revenue. They’re “recurring relationships”. Let’s build with that in mind.