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Greed Index
Pay once

Pay once (premium)

You pay one price up front and the whole game is yours to play.

Fair · Pay clearly, know the ceiling

You pay one known price for a finished game, so the design only has to be worth it, not to keep squeezing you afterwards.

What it does to the fun

Nothing in the game is working against you. Hard parts are hard because the designers thought they'd be fun, rewards turn up when you've earned them, and no pop-up asks for more money. You can leave it for a month and pick up where you left off, and when the credits roll, you're done. The only pressure is the price on the box, and that's paid before you start.

What you're actually buying

The complete game as shipped: the story, the levels and the modes, with no meter running afterwards. Any later extras are sold as clearly labelled add-ons, not as pieces you need to finish what you bought. Whether you truly own it depends on the shop: a cartridge or disc can be lent or resold, while a digital copy is usually a licence (see 'Licence, not a copy').

How it works

The sale is the whole transaction. The publisher is paid once, at the till (or, in Nintendo's NES-era system, once at the factory door), and nothing ties its income to how long you keep playing. That makes pay-once the baseline everything else is measured against: when the only way to sell the next game is quality, the design's job is to be worth the money. The costs are a high upfront price and no safety net if the game is poor. A ROM cartridge had no writable memory, so a game shipped finished or it didn't ship. Digital stores and patches loosened that, and the used-game shelf, DLC and online passes were the industry's attempts to earn from a pay-once game after the sale.

When it's fine

Almost always. The price is visible, the end is in sight, and a good game sells by word of mouth. The healthiest version ships complete, works offline and says plainly that there are no in-game purchases.

Where it came from

The first home consoles (1972 to 1977) were the game itself: the Magnavox Odyssey ($99.95, 1972) and Atari's Home Pong ($98.95 through Sears, Christmas 1975) had fixed circuits that played built-in games and nothing else, until a cheap single chip and a price war crashed the segment by 1977-78. Splitting the box from the game gave the cartridge: the Atari 2600 launched in 1977 at $199.99 with Combat in the box, then earned on $30 cartridges bought one at a time. With no quality gate the market flooded with shovelware (rushed, low-quality games), and US revenue fell from around $3.2 billion in 1983 to about $100 million by 1985. Nintendo's licensing rules and lockout chip (which stopped unlicensed games from running) answered the crash and produced the 'complete game': Super Mario Bros. 3 sold about 17.28 million cartridges with no recurring revenue. On PC, floppy disks were cheap enough that Zork I at $39.95 paid for itself in one sale (it shipped in a ziplock bag), and SimCity could ship with no win condition because the sale was already made. The Game Boy (1989) shrank the deal to a pocket, discs (from 1995) put the budget into spectacle at a $49.99 price tag, Steam (2003) and indie developers made it digital and cheap, and the 99-cent App Store gold rush (2008) hit a price floor and lost mobile to 'free'. From about 2015 studios began to make 'no microtransactions' a selling point.

Historical prices and revenues are in US dollars at the time unless marked A$.

By the numbers

US home video game revenue peaked near $3.2bn in 1983 and fell to about $100m by 1985, a drop of roughly 97%, as unchecked shovelware broke buyer trust.
Wikipedia (Video game crash of 1983) / Xbox Wire
Super Mario Bros. 3 sold about 17.28 million cartridges, excluding pack-in bundles, with no recurring revenue.
Nintendo / VGChartz
Street Fighter II launched on SNES in 1992 at $79.99, around $190 in 2026 money, because ROM-and-lockout-chip cartridges cost far more to make than the CDs that later undercut them.
CPI inflation data (in2013dollars.com)
Larian on Baldur's Gate 3: 'there are no in-game purchases in our game.'
Larian Studios / Yahoo Sports

Games that use it

EA Sports FC 26

2025 · Switch 2 · Switch · PS5 +4

HarmfulA$74.48
Addictive design

NBA 2K26

2025 · Switch 2 · Switch · PS5 +4

HarmfulA$109.95
Addictive design

Balatro

2024 · Switch · PS5 · PS4 +6

FairA$19.05
Addictive design

Baldur's Gate 3

2023 · PS5 · Xbox Series · PC +2

FairA$100.28
Addictive design
Strong: violence +3

Diablo IV

2023 · PS5 · PS4 · Xbox Series +2

CautionA$74.95
Addictive design
Strong: violence +2

Hogwarts Legacy

2023 · Switch 2 · Switch · PS5 +4

FairA$99.95
Addictive design

Gran Turismo 7

2022 · PS5 · PS4

CautionA$117.45
Addictive design

Elden Ring

2022 · Switch 2 · PS5 · PS4 +3

FairA$88.28
Addictive design
Strong: violence +2

It Takes Two

2021 · Switch 2 · Switch · PS5 +4

FairA$56.62
Addictive design

Among Us

2018 · Switch · PS5 · PS4 +5

CautionA$6.84
Addictive design

Stardew Valley

2016 · Switch 2 · Switch · PS5 +8

FairA$13.78
Addictive design

Grand Theft Auto V

2013 · PS5 · PS4 · Xbox Series +4

HarmfulA$44.95
Addictive design
Strong: violence +6

Minecraft

2009 · Switch 2 · Switch · PS5 +8

CautionA$28.95
Addictive design

Doom (1993)

1993 · Switch · PS5 · PS4 +4

FairA$17.98
Addictive design
Strong: blood & gore

Pac-Man

1980 · Switch · PS4 · Xbox Series +3

WatchA$8.06
Addictive design

Space Invaders

1978 · Switch 2 · Switch · PS5 +3

WatchA$10.48
Addictive design

Pong

1972 · Switch · PS5 · PS4 +4

WatchUS$0.25
Addictive design

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Related badges

Covered in Video Games & Money: Ep 3 · Home pong, Ep 5 · Cartridge, Ep 6 · Early pc, Ep 9 · Nes era, Ep 10 · Handheld, Ep 12 · Disc era, Ep 15 · Digital dist, Ep 19 · Indie, Ep 23 · Mobile premium, Ep 32 · Premium prestige.