Some of those same things can be said for subscription games. See skill gain in EVE, daily quest and associated reputation grind in other games, etc. All designed to stretch out dem subscription dollars. And to make it worse, I find I’m often paying $15/mo just for the privilege of having access to the game I already shelled out $60 for!
I’m not going to say that F2P can’t be implemented in shitty and predatory ways, but I think as I don’t bother with mobile games, I’ve avoided a lot of the shit that has helped form people’s negative perceptions of the business model. In my case, I’ve gotten far more for my money via F2P games than I ever have a subscription service. Let’s see, I played World of Warcraft for about 3 years or so, from release to a ways past Burning Crusade, then an encore for Cataclysm (buying WotLK when I came back). My quick back-of-the-envelope math tells me that cost me around $700.
Meanwhile, Steam tells me I have about 400 hours in Path of Exile, a game which I’ve never purchased a box, never been hounded to shell out money for. I have purchased in-game currency but that was merely a way to support the devs. It’s a great game, and I’m happy to pay for a game that I enjoy, especially once that’s received multiple expansions and far more frequent content updates that WoW ever did. Path of Exile is kind of the cream of the crop when it comes to generous F2P systems, though, since pretty much the only thing you can buy besides additional stash space (of which they provide you ample amounts of, unless you play heavily) are cosmetics. So here’s another F2P game I play: Warframe.
Warframe certainly isn’t nearly as generous as PoE is, I’m not a huge fan of the model but I still prefer it over a sub. To play at the high end, you really need to install an Orokin catalyst/cell into your equipment (market cost would be around $2). These are permanent and can sometimes be found in-game, but if you’re playing around with a bunch of different weapons and warframes, you’re probably going to have to buy some (or farm items and trade them to players for in-game currency). What I did is after I’d sunk quite a bit of time into the game, I spent $50 to “buy” the game, which came with a big stack of in-game currency. I spent an additional $20 recently when I came back to the game after being absent for a while, during which time weekly or bi-weekly updates were continuously being rolled out, as well as 5+ major updates which added new tilesets, game systems, etc. I have over 400 hours in this game as well, but I’ve yet to run out of currency. If this were a standard subscription game, that amount of money would have only covered the initial 30 days and a single subscribed month, yet I’ve played off and on for a year and a half or so.
So… I guess the point I’m trying to make in a round-about and rambling way is that I just don’t get the righteous fury that people get when it comes to the F2P business model. I don’t think there’s anything inherently bad/wrong with the model itself, although I have obviously seen game developers roll out some extremely shitty F2P systems! As a consumer, though, I’ve just always avoided those and instead patronized those who I felt treated their customers fairly, weren’t obnoxious about in-game transactions, and provided great product support.
In all the F2P games I’m playing, I feel like I’ve gotten far more bang for my buck in terms of game support and development than I ever have for a subscription game. If I bought $15/mo worth of in-game currency in these games I’d have more money that I’d know what to do with. I’m not opposed to paying a subscription for something, but I better get my money’s worth out of it and not just access to the game server. The fact that the majority of subscription-based games have the gall to charge for expansion packs is what I think people should really be getting upset about.