Am I happy that the F2P plague is dying? Of course.
Will F2P still exist in some capacity? Yes. Games like LoL that do F2P right will continue being successful, and lesser MMOs that have no choice like SW:TOR will continue to sell you hotbars until shutdown, but finally the genre is returning to the model that makes sense for players AND dev of good MMOs.
Now does this make WildStar, FF 14, or TESO good MMOs automatically? Of course not, but it helps in that at least the devs don’t have to carry the design burden of F2P.
And let’s not kid ourselves; F2P is indeed a dev burden. Do you think the devs behind SW:TOR think their game is better thanks to hotbar limits, or XP gain rates that have been drastically reduced? Is LotRO a better game now that it spams you to buy something every 5 seconds? Is there ‘design brilliance’ for creating yet another gaudy set of wings in EQ2? Of course not; but the F2P model drives what you create, and in order to sell crap in the store, the game has to ‘nudge’ you towards it. Great content without a hook into the cash shop is a ‘wasted opportunity’.
F2P fans have commented that a sub-model has built-in grind to keep you subbed. No shit. Oh the horror, a game I enjoy is designed to keep me playing. Because what happens when ‘the grind’ is no longer fun? You quit, and the sub model doesn’t work if you quit, so simply going SW:TOR on your MMO and gimping everyone’s XP gains is not a successful way to run your sub-based MMO.
The only semi-legit knock on the sub model is that it doesn’t allow you to play a dozen MMOs at the same time, and I’m 100% fine with all of those people not playing my MMO. There is nothing worse than a once-a-week playing in your guild, and your game doesn’t develop the kind of community that makes an MMO special with those people.
If that means you ‘only’ have 500k subscribers, so be it. It’s not like anyone has reach WoW peak numbers with F2P or the sub model, so one is not more ‘mainstream’ or successful than the other. A million free accounts are worth less than one paying account, as I’m sure some devs are learning the hard way.
Who knows, maybe in a year or two some devs will start talking about the importance of retention again, or how they have a plan longer than three months for players. The more things change…