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Galaki said:
Free to Pay games often end up costing more.


Either that or they simply aren't as fun.  The whole point of the free-to-play business model is to make it "sort of fun, but not really" so as to make you want to pay.  Except in rare cases (Clan Lord comes to mind) it is all mindlessly engineered to extract the maximum revenue from the customer base.

One really surprising fact I read about freemium iPhone games is that most of the revenue comes from the small percentage of people making $99 bulk purchases, rather than the much larger number of $1 impulse buys.  So from the game company's perspective, it's all part of the business plan to goad people into paying significantly more than they would for a AAA game (anyone willing to shell out $99 on shovelware like We Rule will probably do it again in a few months).