I would have to disagree on the "number of downloads" argument, just because a game has 2 million people download it doesn't mean it has made money. What if users just downloaded it to try because it was free, didn't like it and deleted it in an hour?
Well, Happy Wars, Xbox Live's first F2P game, which received a 5.0 from GameSpot, has over 2 million downloads thus far.
Now, digital item revenue is almost never publically released for any game, but you can bet that if a bad game gets 2 million downloads, a good game will only increase that number. The more people that play your F2P game = the more money you make.
Think of the first CoD style F2P shooter. Woah NELLY.
You're misinterpeting my point.
I'm only suggesting the chance of making profit is higher with the more people that download an F2P.
If the majority of any F2P audience doesn't spend any money, then you'd want the maximum amount of people to play the game.
Over 2 million people downloading a terribly reviewed Happy Wars gives it a higher chance of making money than if the game were only downloaded by 500,000 people.If the majority of the audience doesn't want to buy the store items, then there is something wrong with the game. Hoping the maximum amount of people to play it won't change that. The publishers and developers will need to make sure that the conversion rate from people playing the game to people buy store items is high to make a profit which brings me back to my original point that it needs to be implemented within the game design to ensure people do buy micro-transaction items.