To begin any fruitful discussion, we should have a common ground on a topic. Below are 3 examples I have googled.
relating to or denoting an arrangement in which basic access to a game is granted without charge while more advanced features must be paid for.
refers to a business model for online games in which the game designers do not charge the user or player in order to join the game. Instead, they hope to bring in revenue from advertisements or in-game sales, such as payment for upgrades, special abilities, special items, and expansion packs.
are games that give players access to a significant portion of their content without paying.
as we can see HS fall in well within the definition. If there is any one with a good definition to add (with valid sources) feel free to contribute into the discussion.
sidenote: under wiki, F2P games are further segregated into different category such as freemium, shareware, etc
It is easy to sidetrack a topic by adding elements without a full context.
The argument where if player1(more cards collection) have a advantage over player2(less card collection) holds true. However if both players are F2P, then the whole portrayed P2W concept fails.
As regard to paid cosmetics, it works for some games and not for another. To fully understand why so, one need to how the economics works in each.
There is another posts that pip my interest.
“in order to not be p2w, the free player needs to be able to reach legend in some reasonable number of games that doesn’t drastically exceed the number a reasonable player might actually choose to play.” extract from a post where poster made a self define interpretation of P2W
Before we proceed, I request a valid source for definition. However, just for thoughts, i always like to put all thing into context.
Reaching Legend can be a challenge to both F2P and payers alike. As explained by many, not having a full collection does not spell doom for players who wish to compete. There are some realistic ways that one can manage to compete as again mentioned by many.
From observation, most players fails to see an internal lack of mastery or imposes a self limitation that handicapped their true potential.
The introduction of no. of games into this discussion could be misleading, due to the many factors that are involved in gameplay.