Let me teach you people more about F2P and P2W models :
I'd like to note that I really wouldn't have a problem with games that offered a TIERED subscription or PAY AS YOU go model.
Something like "get X hours of game-play per month free, buy X amount hours more if you want it. Y amount for an unlimited amount". THAT would be option that was consumer/player friendly and offer more opportunity for casual players to play at thier own pace...and probably not have very significant negative gameplay effects.
Note that this is specificaly NOT the sort of model for what F2P games are doing. Instead they are doing a buy this ITEM for X dollars, buy this potion that makes your attacks more powerfull, buy this consumable that makes you level faster.
There is a reason for that....it's because they are not really trying to open up more options for "consumers".....they are trying to use the same sort of tactics that casino's use on compulsive gamblers or drug pushers use on addicts.
They don't make thier money off of people that play thier products for free or who spend a few bucks here and there on an occasional purchase...that's a really crappy rate of return for them. They make thier money (and target) the "high-rollers".... people that have trouble controling thier compulsuions....and they use alot of the same tactics, breaking up payments into small chunks so as not to realize how much they are spending, using points or chips instead of actual currency....and creating situations where the user feels discomfort and has an opportunity to pay to alleviate said discomfort.
In gamers case the compulsion is to "achievement".....whether that achievement takes the form of aquisition of vanity items "Look at me I have the rainbow colored pony".....the aquisition of power "My attack power is 10 points higher then yours, I'm level 50 now and I got there into two weeks...you're only level 40 and it took you a year" or the aquisition of status/recognition "I beat dungeon X, I gained Trait/Deed Justice 7"
Although in many (not all cases) it MAY be possible to achieve the same without a purchase... they designer makes it painful/unpleasant enough to do so....that the user who suffers the compulsion will pay to alleviate that pain/discomfort and get the reward immediately (or at least very much more quickly).
The reason why this mechanism is so disturbing is not just that it preys upon the weak but that it is very much the anthisis of what "Games" are supposed to be about....which is achievement is the measure of a players performance.....not the measure of how much they are willing to spend...or their lack of self-control.
That's why pretty much all the F2P games....including the Freemium ones..and even P2P with item shops are "Pay to Win"..... It's just that some of the people paying define "Winning" as aquiring a rainbow colored pony, instead of beating another player in a duel.
IF this model really were about giving consumers more options and allowing a larger audience to play......then they would be selling play time directly...and in different packages.....rather then selling things that aquire time/effort/grind/work to aquire....or in some cases simply aren't availble inside the game at all. It's because they are NOT making money off people who simply enjoy playing...they are making money off of people who enjoy (or have a need for ) WINNING
Edited by Iskra, 22 June 2012 - 02:53 PM.