"free to play"
Although I don't program games for a living, I visit gamasutra.com daily. A common topic in many articles is "free-to-play", from philosophical treatises to in-depth tutorials on how to best convince players to pay-up. Personally I think "free to play" is killing the industry (Nintendo being the current whipping boy) because it disrupts the most direct feedback loop between the creators and the players.
You see, IMHO players should be paying for content, because this is what the programmers (and other artists) are creating. Subscription based games are the best example of this as part of the monthly fee can be used to fund content creation - which makes the players want to continue paying the subscription. Sequels are a more drawn out form of the same thing. If enough people bought the first game, then a sequel gets made for people to spend more money on.
But FTP doesn't work like that. It uses "free" to entice as many people as possible to play the game. But then it turns around and tries to find ways to get players to pay as much money as possible. But the players don't want to pay - they are in the "why pay when you can have it for free" mindset.
Furthermore, because the players often aren't paying for content, the creator's effort goes into finding ways to improve & optimize squeezing money out of players. And in some cases all players (whether they are paying or not) are costing the creators money in server rentals & bandwidth.
Meanwhile, traditional payment games and companies (e.g. Nintendo) are suffering because buyers have access to large amounts of free content.
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