I love Microsoft's Avowed, but it further cements how much I dislike the concept of paid 'Early Access' and a forced FOMO.

Lodwyn and Ryngrim in Avowed
Avowed is currently available to play for Premium edition purchasers. (Image credit: Jennifer Young - Windows Central)

Writing about video games often offers me the perk of early access to some titles, so I'm fully aware of the position of privilege I'm writing this piece from, and it's not without its irony. However, just like when I'm reviewing a new Xbox controller or anything similar, I like to approach it as a consumer would and ask myself, "is it worth it?"

There was a time I couldn't afford full-price games at all, as a teenager I'd rely on dodgy copies from my local market for a chipped Playstation 1, or replay the demo disc from PC Mag over and over on my stepdad's ancient work computer.

In the case of a paid premium for getting up to a week early access to a game, I can’t justify the concept for most players. Take the high-scoring Avowed, for example. The game launches on Xbox Game Pass on February 18, but Game Pass subscribers can pay $25 to unlock it five days early. Non-subscribers must shell out $89.99 for the Premium Edition to join early. While I understand this is a lucrative money maker for the industry, I simply don't like what it takes away from us as a gaming community.

Creating a division and monetizing FOMO

For me, playing a game I enjoy becomes an all-encompassing obsession. I'm reading about the game in bed on Reddit, watching YouTube videos about it in the background as I'm working, and laughing at the inevitable memes the community makes from repeated lines or dodgy shots from the game. Having a paid early access system kind of shatters this experience by splitting the players into two groups: those who can afford the premium price tag and those who can't.

Doom: The Dark Ages will be giving Premium Edition buyers 2 days early access to the game in May (Image credit: Bethesda Softworks)

The fear of missing out (FOMO) plays a significant role here. For Xbox Game Pass subscribers, who could play these titles "for free" (not really for free, but you get me), the opportunity to pay extra for early access feels like a manipulative cash grab. Early Access has become another microtransaction, except it's a macro one — $25 extra for subscribers or $90 for non-subscribers.

This tactic preys on the desire to be part of the conversation when it begins, often leaving those who can’t or won’t pay to feel excluded. The rollout for Avowed feels particularly cruel.

Premium Edition players gain access on a Thursday, effectively granting them a whole weekend of exploration before the general launch the following Tuesday. At which point, let's face it, most players will be waiting until the weekend again to truly dive in. By his time, spoilers will have certainly flooded the Internet, taking away the joy of firsthand discovery.

Gamers are the only ones who miss out

Elden Ring screenshot

Elden Ring was a cryptic adventure at launch. (Image credit: Source: Windows Central)

I'll use Elden Ring's open world as an example here, as it's a truly memorable moment for me in gaming. When it launched, the game united players across platforms in sharing discoveries. Together, we unraveled its infamously cryptic quest chains and bonded over memes about people trying to beat that first Tree Sentinel on a level 1 character.

That shared magic would have been diluted if From Software had launched Elden Ring to premium-paying players earlier.

Paying for early access creates a louder and larger divide, amplifying those who pay extra while those who simply can't justify the expense must lag behind. We lose the sense of community that makes a new game so special. Gaming becomes ever more segmented, and a more transactional experience.

Early Access premiums can serve a purpose

You can purchase Avowed on Steam and bring across your save from Xbox thanks to Cloud saves. (Image credit: Jennifer Young - Windows Central)

I'm not daft; I know why these premiums are becoming more commonplace. You only need to take a glance at debates about the $70 price ceiling gaming has held for some time despite rising industry costs. Grand Theft Auto 6 has already sparked debates about a potential $100 base price, highlighting how unsustainable the current pricing model may be. For publishers, Early Access offers a way to generate additional revenue without directly raising game prices.

Xbox Game Pass also delivers incredible value to players, granting access to an extensive library for a flat monthly fee. I certainly don't want to take away from other fantastic initiatives Microsoft is spearheading, such as Play Anywhere and bringing the Xbox Cloud Saves to Steam. Maintaining this affordability, however, comes at a cost to publishers, who need alternative revenue streams to make it viable.

Paid Early Access can help offset these costs, ensuring that Xbox can continue to deliver a sustainable Game Pass library. I'm also only picking on Avowed here as it's the latest release dominating the conversation, and Microsoft isn't alone in this practice. Baldur's Gate 3 had a premium paid early access period, WWE2K25 is about to launch into Early Access on March 7, and Ubisoft's Assassin's Creed Shadows famously dropped the promise of early access following its shaky development cycle.

From a business perspective, it’s a compromise—players who want early access fund the services and games that benefit everyone. If this approach prevents a universal price hike, it could be seen as a necessary evil. It doesn't mean I have to like it, though.

Balancing 'making money' and 'happy players'

Xbox Game Pass is a great service, but I'm aware it needs 'early access premiums' to survive. (Image credit: Xbox)

Still, the impact on the gaming community is hard to ignore. While Early Access might help keep subscription services viable, it creates inequity among players. Gaming is at its best when it brings people together in a manner that somewhat transcends socioeconomic barriers. Paid Early Access, however, introduces yet another layer of segmentation, widening the gap between players based on their willingness or ability to pay up.

For those indifferent to spoilers or online discussions, Early Access may not seem problematic. But for players like me, who thrive on the collective energy of a game’s launch, it feels like a betrayal. Early Access fractures the gaming community, and its increasing normalization is a troubling trend.

This is the future (whether we like it or not)

Early Access isn’t going anywhere, and as players, we must decide how to engage with it. Are we willing to pay extra for the privilege of playing early, or should we push back against this trend to preserve more inclusive launches? While I don't think we have much of a choice in how the industry is moving, I still think it's important to speak up when we dislike certain practices.

Publishers, too, must find a balance between profitability and community-building. I don't know what the solution is here; I'm not a businesswoman. I simply wish premium price tags were associated with cosmetics alone instead of fully opening the doors early.

For now, I remain conflicted. I want the best of both worlds: a sustainable gaming industry and everyone to share in that regardless of their financial status. I'm a dreamer.

While Early Access might help sustain the industry and certainly serves a purpose, I believe it can suck a fat one comes at a cost to the community. Until publishers bridge the gap between business needs and player experiences, I’ll continue to view paid Early Access as a divisive practice — and one I simply do not like.

CATEGORIES
Jennifer Young

Jen is a News Writer for Windows Central, focused on all things gaming and Microsoft. Anything slaying monsters with magical weapons will get a thumbs up such as Dark Souls, Dragon Age, Diablo, and Monster Hunter. When not playing games, she'll be watching a horror or trash reality TV show, she hasn't decided which of those categories the Kardashians fit into. You can follow Jen on Twitter @Jenbox360 for more Diablo fangirling and general moaning about British weather. 

  • fjtorres5591
    FOMO is a self-inflicted wound.

    It's all about self-control and value: STARFIELD I paid for the premium edition because I always get the DLCs for Bethesda RPGs. Not for the five days.

    AVOWED was a no. The "bonuses" didn't strike my fancy and I can wait a few days. Even weeks or months, depending on the game. Waiting on VEILGUARD saved me $70. 😎

    I don't need to be the first kid on the block with the new toy.

    OUTER WORLDS 2? TBD.
    Reply
  • 1078mac
    Yeah I don't get the FOMO concern. I paid for the early access because I had the free time this weekend to play it and not so much going forward. I understand completely it is an unnecessary spend. I just don't have any negative feelings about something I can choose or not choose to do
    Reply
  • HeyCori
    The faux FOMO isn't for the gamers. It's for every YouTuber, influencer, or wannabe reviewer that didn't get a promo code. This is how they get their 5-day head start so they can have their review ready on launch day.
    Reply
  • darknight765
    It's an option you don't have to engage with. There is nothing evil about it. What is with people and hating options that don't affect them? This just like people hating game pass. You can still buy the game. Just like you can wait til Tuesday. Most games I don't pay for the early access cause I have a rather large backlog of games. But I was interested in this one and I'm glad there was an option to play early. And I don't mind giving some extra to support them.

    Do you think early access for POE2 is a bad thing? Not a one to one but people are paying $30 to play a free game months in advance, is that evil too? Like I said at the top, its an option that doesn't negatively affect people. Especially since its a single player game. If it was an MMO you'd have more of a point cause head starts do matter there especially if there is PVP. That would negatively affect you and would make FOMO if you wanted to play that game.

    I don't see the fomo here. Its a single player game lol. Yes I got the early access but not cause of fomo. Its a holiday weekend, I have time and I wanted to no life the game. It was a decision that made sense for me not because I was worried someone might play a single player game before me. You are entitled to your opinion tho but I think you are worried about the wrong things.

    Dude above hit the nail on the head. What it really does is make sites like yours that do reviews irrelevant. By the time your reviews can hit I've already got the game in my hands. You don't get to influence people with your agenda. Which frankly is a good thing. Let the art speak for itself.
    Reply
  • Reid Fenton1
    fjtorres5591 said:
    FOMO is a self-inflicted wound.

    It's all about self-control and value: STARFIELD I paid for the premium edition because I always get the DLCs for Bethesda RPGs. Not for the five days.

    AVOWED was a no. The "bonuses" didn't strike my fancy and I can wait a few days. Even weeks or months, depending on the game. Waiting on VEILGUARD saved me $70. 😎

    I don't need to be the first kid on the block with the new toy.

    OUTER WORLDS 2? TBD.
    I agree completely. Starfield and Indiana Jones were easy buys for me because I knew I’d be buying the DLC and I was interested in the digital art book for both (something I’m usually not). I guessed at what the DLC was likely to cost, plus a few bucks for the art book and that equaled the price of the premium upgrade. The early access was a bonus.

    Avowed, didn’t have DLC access for the premium upgrade, so that was a no go for me.
    Reply
  • Lurking_Lurker_Lurks
    I quite like the five days early access bonus and it's a nice balance for day one game pass. Early access doesn't lock any actual content behind a pay wall or the likes (I take more issue with the skins in the premium edition for Avowed than the early access). It's just a way for gamers to pay more for a temporary bonus (said benefit doesn't even last that long). I see it as no different than paying for a higher tier of Nvidia GFN for faster server access or paying for more expensive passes at Disney World to skip line queues. There's also the fact that the day one launch experience isn't diminished. Rather many games will take issues from that premium early access and apply fixes with the day one patch so everyone gets a better experience at launch. Additionally, the paid early access puts the game out in the wild ahead of its official release, so if you're on the fence about the game you don't have to rely on selective influencers who got review codes. Literally anyone among the people that upgraded to the premium edition can give their thoughts on the game, so ahead of full release the vast majority who don't pay extra for the premium edition get a much more clear and unbiased view of the game from multiple different sources.

    Then there's also the more nuanced conversations surrounding games that launch in early access (like Hades 2) where everyone knowiningly pays for an unfinished product with the understanding that they will provide feedback to make said product better. Towerborne right now is a great example. You can pay money for its early access and help them build the game or you can wait for when the game is free. The situation is different as with five days early access Avowed is done development wise when you pay to play it early, but the idea of FOMO influencing early access is the same. I mean developers and publishers could make every early access game free and only charge for it when it fully launches (if it isn't also planned to be free then), but then early access is meant to help finance development. The cost of early access for any game also helps to scaffold its launch, so that everyone doesn't try playing at exactly the same (might matter for certain games especially the ones in very early early access). Then of course there are games who give early access (any length) as a reward on kickstarter for supporting development or the game.

    My thoughts are that people should be able to spend more on games they wish to support more and they should be rewarded for doing so. This helps keep the finance side running smoothly and not just for publishers, but overall. A big issue with gaming and certain other industries is the standardized pricing. I'm not saying publishers should be charging whatever, but I am saying things are better when gamers can spend what they feel a game is worth. This can be less (when gamers wait for a game to go on sale) or more (when gamers buy extra editions) than retail. When it comes to "more" publishers tend to try and force it with "rewards" that feel like they should be in the base game. This can and HAS gotten really bad in the past. Though as weird as it sounds haggling, a lost art in the US at least, helps match price to value. Not everyone sees the same product as being worth the same amount but every producer wants to make as much from each customer as they can. Think stuff like beverages costing more at an amusement park in summer than in a grocery store any given time of the year. But we don't have that and instead get general price changes that try and capture what customers are willing to pay more for for XYZ additional benefit. For me I see "pay more and play this single player game five days early" as a very respectful reward to all gamers. Those that think the game is worth more than their GPU sub or $70 at launch can pay more and gain access to a perk that doesn't impede the experience of those who don't think the game is worth more. The pre order bonuses that make me angry are the ones that are like "here's an exclusive mission" as in "here's content we developed for the game which inherently includes writing that affects the game, but you can only access it if you pre-order the game before launch."
    Reply
  • DuckDodgers
    I don't like the practice, but it seems particularly icky on Microsoft first party game, where they market it as available one day one game pass, but then arbitrarily call the initial release date not day one (day minus 5?).
    The day it comes out for purchase is day one, and you can't sell a service as day one releases, but 5 days after release.
    Reply