Here's a fascinating look at a developer's perspective on free-to-play.  This site is game-industry focused, so the audience is intended to be developers.

The issue has a lot of nuance.  I like how she points out that a lot of the "improvements" have already been tried and found to be ineffective.  We might think free-to-play is new, but I remember talking to a text MUD developer, Matt Mihaly, about the free-to-play model almost 14 years ago.  A lot of things have been tried.

Ms. McWilliams' point about how games seem to focus on monetizing at the point of pain is interesting, like how this can lead to negative associations for the player.  Kinda like how what alcohol you got sick on in college tends to stick with you for the rest of your life.  I'm not so sure this is accurate, though, because it seems like the people most stridently against free-to-play are the ones who claim they would never play a game with that business model.

I think a lot of the complaint from people is fear that the old models will go away.  This is probably not helped by developers who are so invested in the new systems that they criticize the old ones and claim they are "over".  But, we still have buffet restaurants along with à la carte restaurants, too.  They  just serve different clientele.

In the end, games are still businesses.  Developers still need money to pay rent/mortgages and buy food.  I welcome business models changing if it means we get a wider variety of games able to be made.

http://www.gamesindustry.biz/articles/2014-03-12-laralyn-mcwilliams
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