Comment F2P is a Slippery Slope (Score 1) 181
I would say a few have been designed this way and even then it's a slippery slope. As revenue starts to slip the temptation is to delve further into pay to win type purchasable. Games that use micro-transactions to sell pets, collectibles, and vanity type items are perfectly fine but very few end it there. Many free to play MMO's become simply ways to grind more purchases from the player base. Mechanics become odious or overly long if you don't purchase a boost. Raids begin to require store bought resources to keep up. Some players begin to use the store as a crutch rather than learn the game and become skillful. Some players begin to expect others to outlay store cash to power through completion. Challenge and achievement are now commodities you can buy with money. Turbine's DDO is a great example of this slippery slope. F2P started as some small bonuses and the ability to buy content in feature packs. Four years later there is a real money auction house where you can pay for the best gear in the game.