He is right and I’ve never thought of it. Just as he points out, not only F2P influences game design, but also subscriptions. I just didn’t see it, because I simply accepted it as the norm. The fish doesn’t know that water exists.
However, these are exactly the things that make me prefer the subscription model. I want a game that prevents me from playing another game by sucking up my game time. I want it to suck up my game time forever. I want the game I can play forever. First I thought it’s WoW, but – after lots of patches – I had to realized that I’m very far from their new core audience. Then I thought it’s EVE, but the community manager told me in no uncertain terms that I’m not welcomed there. Since then I’m seeking and trying and finding nothing. Sad, but I won’t stop trying. I’ll find it
I don’t want to jump between games. I don’t want “fun”, I want a meaningful simulation, similarly as football is meaningful in the sense of people make a living of it and others fill stadiums to watch it.
To that, subscription is a good start. Those games expect me to stay around instead of getting my money and run like buy-to-play games or “go whale or go bust” F2P games.
Now don’t get me wrong, I don’t like grind. Grinding is the worst way to keep people playing, but even that is better than nothing. It means they want me to stay and want to develop content for that. Sometimes they fail and all they come up with grinds. But sometimes they create something good. Either way, I’m part of “the” game, instead of jumping from flower to flower without learning anything or even connecting with people (socials love that). The devs know that grinding sucks and try to improve it all the time. Today’s WoW quests are worlds apart from the 10 wolves of Elwyn. Sooner or later the procedural content generation will be good enough for infinite content and then staying in one game will not only be “good” but also “fun”.