H1Z1 money-making strategy will focus on player customization, won't be pay-to-win
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
H1Z1 , SOE 's upcoming zombie MMO, continues to draw ideas and feedback from the growing community and new subreddit. In a new post, SOE's John Smedley has shared some notes from a recent meeting on monetization—that is, how the free-to-play H1Z1 will make money for its developers. The short version: character customization and wearable items will be up for sale.
“We will be selling wearables. We felt like this will be a good, fair revenue generator,” Smedley wrote in a post to the H1Z1 subreddit . “However—we recognize how important finding wearables in the world is so you'll be able to find and craft a lot of stuff. We agree that's something important.” In a free-to-play game, what's not being sold is more important than what is. Anything that gives players an edge, from extra-large backpacks to weapons, medicine, and food, gives paying customers an unfair advantage over unpaid, usually newer, players. Smedley confirmed that “We will NOT be selling Guns, Ammo, Food, Water... i.e. That's kind of the whole game and it would suck in our opinion if we did that.”
The most encouraging thing about Smedley's posts is his deep involvement with the community and his frank answers. In a previous story, we praised Smedley for tackling head-on the game's resemblance to DayZ (which, let's be honest, is pretty stark). Smedley praised forum posters for their involvement in a thread brainstorming monetization ideas, which he says “turned out to be a terrific source of ideas.”
H1Z1 is still quite a way off, but so often we blast developers for being tone-deaf to the needs and feedback of their communities. Continuing to keep a community happy while you develop a game is a challenging tight-rope to walk, but Smedley's tone and engagement gives me some cautious optimism for the game's future.
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

