dom9360":2b17vgx7 said:
Not a big fan of free-to-play really. I'd rather pay up front one-time, or perhaps a flat monthly fee, but this model is dangerous for consumers. It gives publishers almost an "unlimited" amount of $$$ potentional. My 2 cents.
I'd say that this model is dangerous for a certain subset of consumers -- mainly those who have an obsession about collecting things. I suspect that the bulk of a F2P game's revenue comes from a quite small percentage of their users, and that those users end up spending a LOT of money. I don't have any particular inside information about this, I'm just basing my thoughts on how things worked out with MUDs back in the day, and on interviews with MUD designers/maintainers.
It might be an interesting psychology thesis to try to find out what percentage of a F2P game's revenue comes from people who could be genuinely classified as having a disorder and from people who are at struggling with one or more addictions.
Not to say that I think that everyone who buys something in a F2P game is a bit wrong in the head -- far from it -- just those who end up spending more than they can comfortably afford on TF2 hats.
In "real life" I'm sure that certain industries profit quite nicely from those who have collection obsessions (stamps, clothes and shoes, etc.) but that it's not as noticeable since those items have broader utility than "virtual" items, and so are bought by a broader swath of the population.
That said, I don't have any obsession with collecting, and so I don't mind this model. Whoo hoo! Free game!