Debating F2P MonetizationThis is a really neat article, and actually speaks rather hopefully for the choices DDO and LotRO are making.
To many developers, the idea of designing a game to be anything other than “fun” is heretical (they may also fear the possibility of offending sensitive players.) Consequently, they either ignore the F2P business model or attempt to create games with relatively tame revenue-generating systems; for example, focusing on the sale of items with aesthetic benefit only, or roping off a portion of the game and hoping enough players voluntarily pay for access.
The irony of these fears should not be lost on anyone who was designing games thirty years ago. Classic arcade titles were explicitly designed to eat quarters over brief, regular intervals, and people of all ages still put up with it. By comparison, modern F2P games are positively generous to players!
Interestingly a few years ago I was on a web game dev team and I was constantly shackled by my feeling that you shouldn't have expiring items or pay for advancement. My philosophies weren't what tanked the project (we never really got to a working prototype, never mind a shopping window) but man, I think I was really behind the curve with some outdated belief systems on this front.