Imagine Street Fighter 5 comes out in an F2P model and WITHOUT the option to pay 60$ for the full game. Pay attention to the numbers because I have picked them very carefully. (Read: This is real data applied to an imaginary fighting game.)
SF5 has a robust roster of 110+ characters. You can play 10 characters for free, but the developers choose which 10 characters and it changes every week. You can get permanent access to them via BP you earn by playing online, or by purchasing them with real money. Their price is not the same across the board. You have characters like Chun-Li which don’t cost a lot, but you have characters like Zangief which cost a lot more. What determines the pricing? No idea. But hey, you can also wait for a specific character to be on sale which means half real money price! (Although you may have to wait for half a year for the specific character you wanted comes up…)
For every ~40 minutes of playing online, assuming you win 50% of the time, you earn about 75 BP. So let’s say 150 BP takes about 1.5 hours when adding the waiting periods of the matchmaking and the loading times. (And let me tell you they are actually way longer than that in SF5 so I’m being generous here.)
Let’s assume you are only going to care about game altering stuff, not costumes etc.
Chun-Li can be earned with either 4.5 hours of your time, or by purchasing with 2$.
Zangief can be earned with either 63(!) hours of your time, or by purchasing with 7.5$.
9 characters out of the 110 have Chun-Li’s pricing. About 40 have Zangief’s and the rest are somewhere in between.
Overall if you are going to buy access to the full roster it’s going to cost about 400-500$.
Let’s say you don’t like walking around with a heavy wallet and SF5 is THAT good, so you are willing to spend that money. The problem is that it doesn’t end here.
Even if you do have access to the characters, you get them in a lesser form because your player account is just level 1. Your characters only start with a choice of 1 super and one ultra, and both of them suck in most cases. As you play matches and slowly earn EXP (no money option here!) your account ranks up and your characters gain access to more super/ultra moves, some of which are a must have for their character. You also gain points to put into passive stat bonuses for the character. Such as “make medium have 1 frame less recovery on whiff”. Each bonus by its own is not a big deal but when you get enough points and stack them you can feel the improvement in the character.
And other than that you got about 30 slots for Gems which you must buy with BP (again, no money option) and you equip on your character for more passive stat bonuses. Your player account must be level 20 (takes about 30 hours of play to reach) to use the best tier of gems (any purchase of a lesser gem is a waste of BP since it’s bound to be replaced anyway) and the BP prices of these gems go from 2 hours to 20 hours.
Let’s say Capcom provides fully unlocked accounts for (approved) tournaments and for selected star players, but when the rest of us want to practice the game we have to deal with all the above. Will you consider this version of SF5 a good game, a fair one, a competitive one? Is it suitable to be picked up as the next craze?
For me a good multiplayer game is first and foremost a purely skill-based game, not a game that rewards the player who puts in more money or more grind with access to a better character. It may be good for some mindless fun on the side but I could never take it seriously, especially when it comes to tournaments.
But the eSports people (The organizers, the players and the masses of spectators) seem to think otherwise because the game I have described here takes their #1 spot now…
Another lesson that you (the younger generation of players) can learn from it is that the existence of tournaments (or lack of) is a by product of pure popularity, not of the game’s quality.