
Built around 'whales' (heavy spenders)
Most players pay nothing, so the game is built to find the few who will pay a lot.
A small group of very heavy spenders funds the game for everyone, so the design is tuned to find them and keep them spending.
What you're actually buying
Status, power, and the chance of rare things: the top spenders buy the most expensive bundles, and the whole shop is shaped around them. The free majority provides an audience for them.
How it works
In free-to-play, revenue concentrates in a small, heavy-spending minority, the 'whales', so economies are tuned for them rather than for average players. The question changed from 'is this worth £40 to most players?' to 'how do we retain millions and convert a few whales?'. That shaped the item shop, the pricing (hundreds of dollars for a bundle), and the way free players are kept around to give the whales someone to play against. VIP or loyalty levels that unlock perks as you spend are a common variant.
When it's fine
Never a selling point. The mild case is a game where the biggest spenders buy only cosmetics.
Where it came from
Korea's free-to-play flip (QuizQuiz 1999, MapleStory 2003) made 'convert the whale' the central question; Dungeon Fighter Online and CrossFire scaled it into multi-billion-dollar industries. Mobile free-to-play (October 2009) turned it into a design principle, with economies tuned for whales rather than average players. Coin Master reportedly lets a sliver of heavy spenders drive most of its billions, and gacha games fund themselves from a small minority of high spenders. Fate/Grand Order's $70,000 player is the extreme case. A 2017 study of 776 million Apple purchases found the top 1% of spenders generated 59% of all spending.
Historical prices and revenues are in US dollars at the time unless marked A$.
By the numbers
Dungeon Fighter Online had earned over $20 billion in lifetime revenue by 2022, which Nexon says is more than the combined box office of Star Wars, Harry Potter and the Avengers.
A Fate/Grand Order player told the press he had spent $70,000 chasing characters.
A 2017 study of 776 million Apple digital purchases found the top 1% of spenders generated 59% of all spending.
Games that use it

Raid: Shadow Legends
Related badges
Covered in Video Games & Money: Ep 17 · F2p asia, Ep 24 · Mobile f2p, Ep 26 · Loot box, Ep 30 · Gacha.