The encyclopedia · Product & Design · Product decision · 2009–2015
League of Legends went free-to-play and sold only cosmetics, never power
Riot made LoL free in 2009 and sold Riot Points for skins and customization only — no strength advantage — and won a massive community.
Riot Games
The solution
Most online games in 2009 charged a box price, a subscription, or both — and pay-to-win shops that sold power were spreading. Riot Games was building League of Legends, a competitive team game where balance was everything, and its founders believed the business model had to match the game.
In July 2009 Riot announced the game would be free when it launched in September. Players would earn Influence Points through play, while a paid currency, Riot Points, bought champion skins and customization. The company was explicit: 'As a competitive game, it is extremely important for us to not sell power to players and we don't want to fragment the community into paying and non-paying players.'
The zero entry price maximized the player network; the cosmetics-only shop monetized it. Academic research on the model found players buy non-functional items for hedonic, social and identity reasons — some buy simply to transfer money to the developer they love. Riot turned a game into a service with a community large enough that cosmetics alone could pay the bills.
Why it worked
- Zero entry price maximized the size of the player network
- Cosmetics-only monetization avoided pay-to-win resentment
- One unified community kept matchmaking fair and fast
- Champion skins created endless repeat-purchase content
What can be applied
When your product is a network, price entry at zero and monetize self-expression: selling cosmetics keeps the community unified, and scale beats per-player extraction.
Aftermath
League of Legends became one of the most-played and highest-grossing games in the world, and free-to-play with cosmetic-only monetization became the dominant model across the games industry.
Sources
- The Free League of Legends
- The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games
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