Games make a ton more money as free to play than they do as pay to play, this is well proven fact.
And I say this is well-proven bullsh*t. It completely depends on the longevity of your game. Even a quick surge of
return after switching to a FtP/cash shop/BtP model will never compensate for the profit you lose by skipping
subscription fees altogether and alienating players that are disgusted by the prospect of microtransactioning
their way to a quick victory (or see others do it); if your game had been able to retain sufficient player numbers
with a PtP model in the first place.
FtP (or rather: play for free as a second class citizen, and pay whenever you want a service a PtP game would
provide for free) is just the ultima ratio when your game is not good enough to warrant a subscription. Sometimes
this turns a dying game into a profit; and just as often, it does not. Your assertion that it is always "the" best strategy
for a company is a completely unjustified generalization. If you were correct, money-hungry Blizzard would have
changed WoW long ago.
Btw, pro-info: Player numbers in a FtP game are a completely meaningless statistic, because those who join a game
for a free ride right because
they are tight on money are quite unlikely to spend a fortune in the cash shop. Try
to wrap your head around PR talk. Edited, Mar 16th 2013 8:12am by Rinsui