Sorry AC, but your opinion is worthless because you don't know how this business model works. If you don't want to release your content for free then don't, but don't harp about how others do it.
Free to play, or freemium, games have three major business models. I'm not a fan of freemium as even fair models are still laden with DRM but some are much worse than others.
1. Pay real money for in game consumables. - This is basically trying to bring the idea of an arcade where you continuously have to drop quarters to play. In a few instances, this is fine because the consumables aren't required to advance in game but are optionally available to make it easier. Most of the time though, this is pure money grab as the game is tuned to require purchases to advance. Do not support this. In the case of multiplayer games, this becomes "pay to win" in which case they can go fuck off.
2. Allow access to part of the game and allow purchasing of more with real money. - This is an advanced form of shareware which is borderline acceptable as long as prices are nominal, up-front, and the buyer is able to re-download content at any time. Sometimes this is as simple as the "free" part being a demo and there being a one time purchase to open the rest of the game. Most of the time, however, this is just an excuse to sell every single thing piecemeal. The idea being that they will try to get considerable more money from an invested player than they would if they just sold the game for an up-front price.
3. Allow all players access to the entire game but force non paying players to either wait or earn it. - Like the others this ranges from tolerable to insipid. I'm more of a fan of having the player earn their access as I believe that wasting a player's time watching a countdown timer is one of the worst gaming sins. World of Tanks falls squarely into the "earning access" part of this group. The entire game can be accessed without spending money but you have to work for what other players can get simply by paying.
How does this work then? Well, it's not exactly free. When you play, even without paying, you are providing a service to the game owners by being an opponent to potential paying customers. Most MOBA (or DotA style games) fall into this group. TapeCutter spent an entire year playing without paying but was still indirectly supporting Wargaming.net by being a (potentially undergeared) target for paying customers to attack. The fact that he then spent money on the game down the road is just gravy as he had already contributed. And yes, this is probably where "free to play" shines the brightest.