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Is World of Tanks pay-to-win? A analysis of the game economy
NewsIndustryIs World of Tanks pay-to-win? A analysis of the game economy
Industry

Is World of Tanks pay-to-win? A analysis of the game economy

adi

Adi Zeljković

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"Fourteen years after its launch in 2010, World of Tanks remains one of the most successful free-to-play military titles in video game history."

Fourteen years after its launch in 2010, World of Tanks remains one of the most successful free-to-play military titles in video game history. The franchise generated a staggering $7 billion in cumulative revenue by January 2024 with more than 350 million registered players worldwide. However, this commercial phenomenon continually sparks critical discussion: does the game maintain its declared "free-to-win" philosophy or has it slipped into payment mechanics that grant genuine competitive advantage to paying players? The answer is not straightforward and requires detailed analysis of economic mechanics, monetization strategies, and the actual balance between revenue generation and fair play.

HISTORICAL CONTEXT: FROM "FREE-TO-PLAY" TO "FREE-TO-WIN"

When Wargaming launched World of Tanks in 2010, the game was revolutionary in multiple aspects. It was one of the first major "free-to-play" multiplayer games in the West that managed to be competitive without directly selling power or key content exclusively to paying players. The initial model retained elements close to "pay-for-power"—premium ammunition could only be purchased with real money ("gold"), premium vehicles sometimes had direct advantages, and the grinding economy was harsh.

By 2013, Wargaming formally declared a strategic shift. The company proclaimed a "free-to-win" concept—where all elements providing competitive advantage would be accessible without monetary spending. According to Andrey Yarantsau, then vice president of global publishing, "We don't want to upset our players. We want to provide experiences based on fair treatment of all players, regardless of whether they spend money or not." Working alongside Riot Games and other pioneers, Wargaming began reforming the perception of the free-to-play model in the industry.

This transformation was meant to be both symbolic and practical. It was intended to demonstrate that Wargaming was committed to player fairness while removing all direct "pay-for-power" mechanics. Premium ammunition could now be purchased with credits (in-game currency) instead of only with gold (real money). Additional tank slots, camouflage, ammo, and other elements all became accessible without money—or at least accessible with credits after being available for real money.

However, as the game evolved over the years, the boundary between "allowing differences in progression speed" and "allowing differences in actual gameplay" began to blur, especially when Wargaming needed to maintain monetary flows to finance continued development.

World of Tanks

MONETIZATION STRUCTURE: FOUR MAIN PILLARS

The modern World of Tanks economy is based on four interconnected monetization components, all designed to be technically accessible without money—but practically expensive or discouraged for free-to-play players.

Premium Account: Apparent Simplicity, Deep Complexity

A premium account is a monthly/yearly subscription providing two main bonuses: +50% experience (XP) from battles and +50% credits from battles. On the surface, this sounds like a direct advantage. In lower tiers, it is. A player with a premium account will research new vehicles faster, train crew faster, and reach new tiers with less time investment. The price is reasonable: €6.66-€8.00 per month if purchased as a yearly option.

However, at tiers 8, 9, and 10—where repair costs are highest and the game is most serious—the economy becomes more complex. A tier 10 tank can have repair costs of 15,000-25,000 credits per battle. Ammunition can cost 800-2000 credits per shell. Premium consumables can cost 5,000-10,000 credits combined. Once these costs are subtracted from the +50% gross credits, net profit often shrinks to 10-20%—or even becomes a LOSS despite winning.

Without a premium account, the average player at tiers 9-10 will lose credits even on victories. With a premium account, they can be profitable. This means the premium account is practically mandatory for players wanting to play at high tiers without returning to tier 8 "farming" tanks to grind for credits. This isn't technically pay-to-win, but it is pay-for-the-ability-to-play-what-you-want.

Premium Vehicles: Power Creep and Historical Problems

Premium vehicles are "special" tanks available only through real money (or long-term seasonal challenges). Traditionally they were designed as average vehicles—never best-in-tier. The reasoning was simple: Wargaming wanted premium vehicles to be attractive due to their ability to earn credits, not due to battle dominance.

However, in the past three to four years, Wargaming has experimented with this formula. Newer premium tanks have often been superior to their tech tree equivalents. The BZ-176, a Chinese tier 8 premium heavy tank launched in 2022, became the iconic example of this problem. The tank could maintain armor values that were nearly impenetrable to most tier 9 and even some tier 10 tanks with standard ammunition. The tank was so dominant that the player community actively demanded its removal from sale. Wargaming responded by removing it from regular sales after three years, implicitly admitting the tank was "pay-to-win".

A similar problem occurred with the Bourrasque, a French tier 8 medium tank with an autoloader that combines the mobility of a light tank, the firepower of a heavy tank, and the spotting ability of a light tank—all in one package. The Mark of Excellence requirement on the Bourrasque is often higher than on tier 9 mediums, which is a direct indicator the tank is overbalanced.

In Update 2.0, Wargaming explicitly stated: "I don't plan to nerf (weaken) premium vehicles in this update." Instead, the plan is to buff (strengthen) tech tree vehicles as an "indirect correction." This is technically corrective, but perceptually it's a disaster. Players understandably see this as Wargaming protecting premium vehicles from balance because of money—which isn't a wrong observation. Wargaming gave the reason that it can nerf premium vehicles if necessary, but avoids doing so because it doesn't want to disappoint people who bought them. This is an understandable commercial position, but it isn't fair.

World of Tanks

Premium Ammunition: Created Dependency

Premium ammunition, traditionally known as "gold ammo," can now be purchased with credits, but is expensive because its credit cost is 5-10x higher than standard ammunition. There are three main types: AP (Armor Piercing) with 5 degrees of normalization, APCR with higher penetration but only 2 degrees of normalization, and HEAT with the highest penetration.

At tiers 1-6, standard ammunition is usually sufficient. At tiers 7-8, problems begin. At tiers 9-10, premium ammo becomes practically mandatory for certain tank matchups. The Type 5 Heavy (tier 10) has frontal armor with values so high that most tier 10 tanks cannot penetrate it with standard ammunition.​

The cost is significant: a player can fire 15-20 premium shells per battle. In a lost battle, that's 12,000-40,000 credits just on ammunition. The free-to-play player at tier 10 will be forced to not use premium ammo and play with suboptimal penetration, or grind on tier 8 premium tanks to earn credits for tier 10 play.

TIER ECONOMY: WHERE FREEDOM IS PURCHASED

The heart of World of Tanks economy is tier 8. Tier 8 is serious enough to be attractive content, but low enough that players can reach it relatively quickly. Result: tier 8 is where Wargaming generates most of its revenue from premium tanks.

The economic pyramid is clear:

  • Tiers 1-6: Relatively profitable

  • Tier 8: Critical level with 70% of battles played with premium accounts

  • Tiers 9-10: Economic wasteland with credit losses

  • A typical player will pass through a "grinding phase" from tiers 7-8, where they must decide: buy a premium account and tank to maximize earnings, or play normally. Most new players choose the first option because it's economically simpler. This is economically by design.

    Crew Training: Hidden Payment Mechanic

    One of the least visible but most serious aspects is crew training. Training crew to 100% requires 50-100 battles with a premium account, or 150-250 battles without. Multiplied across 100+ tanks, a new player is practically 500+ hours behind.

    An additional factor: premium tanks provide a +50% bonus to crew experience. This means faster training in premium vehicles. A new player who buys a premium tank will have: a better tank, better credit earnings, and faster crew training.

    IS WORLD OF TANKS PAY-TO-WIN?

    IS IT PAY-TO-PROGRESS? Categorically YES. A player who spends money progresses 3-5x faster.

    IS IT PAY-TO-WIN (free player cannot win)? Technically NO. A player with 100+ hours yearly can be competitive.

    IS IT PAY-TO-WIN (two players of equal skill, one paying)? YES, often. The paying player will have better equipment, crew, and ammunition access without economic concern.

    World of Tanks is a "pay-for-advantage" game, not a "pay-for-access" game. This is more complex than classic pay-to-win, but practically more serious.

    WARGAMING'S DEFENSE AND ITS VALIDITY

    Wargaming defends its position with several arguments:

    "Premium vehicles are not mandatory" - Technically true. But the economy is designed so they're practically mandatory.

    "New players can get premium tanks for free" - Through seasonal challenges. But that requires 500+ hours.

    "Balancing is continuous" - Which is true. However, Wargaming stated it has no intention to nerf premium vehicles.

    "This is free-to-win" - Technically, because winning is possible without payment. However, that "free" part is expensive in time.

    World of Tanks has remained technically fair to its free-to-win commitment, but has practically become increasingly payment-oriented where money is ever more relevant for optimal experience. Over the past four years, the trend has shifted more toward monetization, with power creep in premium vehicles and an economy designed to motivate premium purchases.

    The final impression: the game is technically accessible without payment, but money purchases significant economic, training, and equipment advantages. This is a balance between commercial necessity and player fairness—a balance that is imperfect.

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    adi

    About Adi Zeljković

    They say he never sleeps! He lives in the blur between code and screen. While the world rushed through levels, he transcribed the cries of fallen bosses and the whispers of the machine. After 30 years in the digital trenches, his ink is binary. He isn't here to review games—he's here to archive the chronicle of our digital existence.

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    Discussion (3)

    H
    homeriko21Noob• 2 days ago
    The game went downhill a long time ago when they started massively pushing cash grabs and ridiculous tanks that don’t even exist in the real world. For a long time now, the game has been made only for players with deep pockets. You can clearly see it during events — the moment you log in on the first day, there are already ten players running the new tank. Meanwhile, for those of us who don’t want or can’t spend money, it’s just suffering. At this rate, WoT will end up like COD — a joke of a game made for spoiled kids with too much money.
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    ArmorpiercerNoob• 2 days ago
    you are hitting the nail right in the head, note that Bourrasque/Miel and BullZhit-176 is not the first time they pushing strong pay 2 win tanks blatantly there's Objekt 252u/Defender that its underplate is unpennable by long 88 found on Tiger I, have massive pen and neglegible lower dpm than IS-3 which tactically not that much of a downside for 'assault' heavy tank Chrysler GF the killer of SirFoch, by the time it appear, it have no real front weak points, which is unheard of before they began removing weak points from most tanks too(which dumb down the game significantly, it was a way for free player to outskill most OP tanks), and while its gun is not that good, it is enough, and you can spam it, it carry hundred rounds full load (continue below)
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    ArmorpiercerNoob• 2 days ago
    and all of the thing I said? got powercreeped, both can be defeated by gold shells, weaker than newer prem tanks overall where is the old games where tanks is quirky but can be mastered? you never see anyone playing KV-5 or TOG II anymore because of all the meta stuff not to mention the 'hurr durr if you don't use gold you are holding your team back by not doing any damage', why do you people endorsing pay to win as a player?
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    TrOnIx_SnIpErNoob• 2 days ago
    Very much PAY to Win now. WG seem to have lost the Plot keep the game about real tanks. No double Barrel crap and tanks like the Ares line which has made the Game Unplayable. Real tanks with accurate stats and better MM no 2 tier differences.
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    On this page

    • HISTORICAL CONTEXT: FROM "FREE-TO-PLAY" TO "FREE-TO-WIN"
    • MONETIZATION STRUCTURE: FOUR MAIN PILLARS
    • Premium Account: Apparent Simplicity, Deep Complexity
    • TIER ECONOMY: WHERE FREEDOM IS PURCHASED
    • Crew Training: Hidden Payment Mechanic
    • IS WORLD OF TANKS PAY-TO-WIN?
    • WARGAMING'S DEFENSE AND ITS VALIDITY

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