Monetization overload
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Monetization overload, often also referred to as over-monetization, happens when a company puts too many features within their product behind a paywall, or focuses too much development on a product's monetization over the functionality of the product.
How it works[edit | edit source]
This is an umbrella term for various practices that companies may follow explicitly for the goal of profit. Examples include:
- Advertising Overload
- Planned Obsolescence/Self-Destructive Design
- Subscription Service/Software as a Service
Why it is a problem[edit | edit source]
Genericide[edit | edit source]
When a product, more specifically a live service game, focuses extremely on monetization, it retroactively dulls the experience of the product, even going so far as to devalue the product itself. This especially can damage the core purpose of the product, since an event entirely unrelated to it could effectively block consumers from the full functionality of their product.
Often when a game faces genericide through monetization, publishers are biased against development on core features and even bug fixes, instead opting for implementing more generic or otherwise unrelated products to sell on the in-game storefront. For example, the Call of Duty Squid Game promotion overtook the spotlight of development for the game,[1][2] rather than the development of the game's anticheat, despite promises from Activision.[3]
Monetization Bias[edit | edit source]
Often when a product is over-monetized, the development of said product often ends up being biased towards features that increases transactions from consumers or advertising promotions from other companies. This kind of bias also does not favor developing features and fixes that do not directly incur revenue for the publisher, including but not limited to patching bugs, tweaking balance, repairing product defects, and moderating communities.
Monetizing mundane features[edit | edit source]
Some product features that may have been normal and free to access for consumers could also be monetized in absurd ways. Free to play (F2P) titles could see experience progression be slowed down to encourage purchasing "experience boosts".
This can be further applied with mundane monetization, where products could have barely different variants being sold at the same time. This is especially seen with cosmetics for games, where even a simple reshade could be sold.
Advertising Overload[edit | edit source]
- Main article: Advertising overload
In an effort to make money from consumers, companies may integrate advertisements into their products to generate revenue. This can become adverse if the company is hasty to integrate advertisements.
Examples[edit | edit source]
This section is incomplete. This notice can be deleted once all the placeholder text has been replaced.
Gaming[edit | edit source]
Mobile games[edit | edit source]
Microsoft - Halo Infinite's armor customization[edit | edit source]
Activision - Call of Duty's battle pass overload[edit | edit source]
Epic Games - Fortnite's genericide through paid cosmetics[edit | edit source]
References[edit | edit source]
- ↑ Armughanuddin, Md (Published Jan 3, 2025). "Call of Duty: Black Ops 6 Confirms Bad News About Squid Game Crossover Event". GameRant. Retrieved Apr 3, 2025.
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(help) - ↑ Kain, Erik (Jan 06, 2025). "'Warzone' Is Completely Broken After 'Squid Game' Update". Forbes. Retrieved Apr 3, 2025.
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(help) - ↑ Zhou, Andrew (Jan 3, 2025). "Fans Are Not Thrilled About The New Black Ops 6 Squid Game Event Due To The Premium Reward Track Price Tag". ScreenRant. Retrieved Apr 3, 2025.