Velox Network Basics
How online game business models work
Two games can look identical on a store page and cost wildly different amounts over a year. The difference is almost never the graphics — it is the business model sitting underneath. This entry explains the four common models, what each one asks of you, and how to work out which one you are dealing with before you create an account.
What you are agreeing to when you create an account
An account in an online game is not a purchase in the way a boxed product once was. You are agreeing to a licence to use software that the publisher continues to operate, update and eventually retire. The terms attached to that licence usually reserve the publisher's right to change the rules of the game, alter the price of items inside it, suspend accounts for conduct reasons, and close servers with notice. None of that is unusual, and none of it is hidden — it sits in the terms of service that almost nobody opens.
Reading them once, slowly, for any game you expect to spend money in, is time well spent. The clauses that matter most in practice are the ones covering account suspension, the status of items or currency you have paid for if the service closes, and whether accounts may be transferred or sold. The last one catches people out: most publishers prohibit selling an account, which means an account bought from a stranger can be reclaimed without compensation.
Your rights as a consumer in Australia do not disappear because the publisher is based overseas. The Australian Competition and Consumer Commission publishes guidance on consumer guarantees and on how the Australian Consumer Law applies to digital products and services sold to Australians — see accc.gov.au. Terms of service cannot contract out of guarantees that the law does not allow to be excluded, however the document is worded.
Four models, and how they differ
Almost every online game sits in one of four shapes, or blends two of them.
- Paid upfront
- One payment buys the client and access. Later content may cost extra, but the entry price is visible before you commit, and your total spend is easy to predict. The trade-off is that you commit money before you know whether you enjoy the game.
- Subscription
- A recurring payment, usually monthly, keeps access alive. Predictable per month, expensive per year, and the cost continues during months you do not play unless you cancel. Check how cancellation works before the first payment, not after.
- Entry at no cost, optional purchases inside
- The client and a functioning version of the game are available without payment, and revenue comes from purchases made by a minority of players. Spend can be zero, or it can be unbounded — the model does not cap it. This is where the largest gap between two players' annual costs appears.
- Hybrid
- A base purchase plus an in-game store, or free entry plus paid expansions. Common in long-running titles that have changed model at least once in their life, which makes older articles about them unreliable.
The model a specific title uses today is something to confirm on the vendor's own site, because publishers change models and the change is rarely reflected in third-party write-ups. This site does not state prices for any game; prices move, they differ by region, and a figure repeated from memory is a figure that misleads.
Where the money comes from once entry is free
Understanding the revenue mechanics of a free-entry game is the most useful thing in this entry, because those mechanics shape how the game is designed to feel. Five patterns account for most of it.
Cosmetics change how something looks without changing how it performs. They are the cleanest form of monetisation, because a player who buys nothing is not disadvantaged in a match.
Convenience and time savers compress grinding — the repetitive play needed to unlock the next thing. They do not give you anything unavailable to a patient player, but they trade money for hours. Whether that is fair depends entirely on how long the unpaid path takes, and that length is a design decision the publisher controls.
Progression accelerators such as boosted experience or credit rates sit next to convenience items and are usually sold as time-limited passes.
Premium currency is the mechanism that makes the other four harder to evaluate. You buy a bundle of tokens with real money, then spend tokens on items. Bundles and prices rarely divide evenly, so a small remainder is always left over, and the mental arithmetic that would tell you an item costs a specific number of Australian dollars becomes work you have to do deliberately. Doing it once, for the item you actually want, is a habit worth forming.
Randomised bundles sell a chance at an item rather than the item itself. They deserve a section of their own.
Randomised items and why they attract scrutiny
A randomised purchase gives you an unknown item, or an item drawn from a stated pool, for a fixed price. The same design appears under many names, and the distinguishing feature is that the buyer cannot know in advance what a given purchase yields.
Australia classifies computer games before they are sold or made available here, and the Australian Classification Board publishes both the classification and the consumer advice that goes with it. The board's site at classification.gov.au is the only place to check what a specific title has actually been classified as, and what advice accompanies it. This site does not state classifications for individual games, because a classification can be revised and a specific claim that is out of date is worse than no claim at all.
Separately from classification, the way a randomised purchase is advertised is subject to the Australian Consumer Law. Representations about odds, value or contents that mislead a buyer are enforceable against whoever makes them. Parents looking for practical controls rather than legal background will find more useful material at the eSafety Commissioner, esafety.gov.au, which covers device-level and account-level restrictions in a family context.
Reading a vendor's pricing and terms pages
A repeatable routine takes about ten minutes and answers most of what matters.
- Find the store page inside the vendor's own domain. Prices quoted anywhere else, including here, are second-hand.
- Check the currency. If prices display in euros or US dollars, your card issuer converts, and a conversion fee may apply on top of the rate.
- Convert one premium currency bundle into AUD per unit. Divide the bundle price by the tokens it contains. Keep that number in mind for every later purchase.
- Identify what a paying player gets that you cannot earn. If the answer is "nothing, only faster", the model is time-for-money. If the answer includes performance, the game is pay-to-win in the strict sense and your view of that is a preference, not a fact.
- Read the refund policy before you buy anything. Note that it sits alongside, not instead of, your consumer guarantees under Australian law.
- Check whether purchases carry across platforms or regions. Accounts created on a regional server sometimes cannot be moved later.
What to watch out for
- Third-party sites selling accounts, keys or currency at a discount. Most publisher terms prohibit account transfers, and a reclaimed account leaves you with nothing to recover.
- Prices quoted in an article rather than on the vendor's page. Treat every external price as stale.
- Bundles priced so that a remainder of premium currency always survives. That remainder is the point.
- Any page that asks for your game login details to deliver a reward. A publisher does not need your password to give you something.
Related entries
Last reviewed: 17 September 2026