The dynamic of F2P games can be skewed in a couple of ways. Let’s look at two games from the same studio as examples:
First, Star Trek Online. While there are definite benefits to putting money into the game, it is indeed entirely possible to have fun playing without a big spend. You will probably drop a few bucks here and there but no major spend and you’re still going to get a ton of enjoyment out of your experience. On the other hand, spending money does allow many to have fun in different ways. Different ships, with some advantages but not many in the overall scheme of things; different costumes; earlier access to loot that drops in lockboxes, etc. The good news is that these items eventually do end up on the in-game auction house and can be bought for the in-game currency (which takes some grinding but not an insane amount). Also, once you unlock a ship or other major purchase, ALL characters on your account that could possibly use it can claim that item for free. Some items like clothing don’t follow that rule, but they’re the exception. Finally, while their Zen currency can be converted into dilithium (a secondary currency) it cannot be directly converted into Energy Credits (the main game currency). This keeps inflation to a reasonable minimum.
So, while you can do more if you invest real-world money, you can still have a whole lot of fun without doing it. I personally do spend - probably more than I should - because I want to keep the game going and I am fortunate to be able to afford it. Most who spend larger amounts in STO would echo that statement.
Now, conversely, let’s look at Neverwinter. Want to do more than a couple of dungeons a day? Pay them for dungeon keys. Want to get any decent loot? Pay them for lockbox keys. Want to stand a chance of actually hitting the leaderboards? You’re gonna need better gear and better companions so… pay them by buying these items in the cash shop. While many items end up in the auction house, prices are insane because you can directly convert the real-world currency item into the primary in-game trading currency. Also, if you happen to accidentally equip an item (easy to do on consoles) then it becomes bound and you can’t sell it. None of the direct-buy merchandise in their cash-store equivalent are tradable except between characters on the same account. Most aren’t even permitted that luxury. The rare exception is the Class Packs, which were claimable on every character but have now been discontinued - and I suspect I know why.
Here, as well, it’s possible to play without paying, but nowhere near as much fun as STO is at the free level; with a massive grind and insane time-sink required to do it.
Both games, however, are doing quite well. This is mainly because their tied to a massive Intellectual Property set (Star Trek and Dungeons and Dragons) that will always attract paying customers. But there is much less complaining about “Pay to Win” in STO than there is in Neverwinter. Unless either stops making money, there’s no reason for them to change either game.
“Whales” in STO pay because they want the prestige of the items or (more often) because they’re supporting the game platform. I have not seen any numbers, but I’d say that it’s closer to their top 10% providing 75% of the revenue. They have advantages, but none that are significant compared to a solid player who knows ship builds and is part of a Fleet (which gives them more powerful ships and items as part of the game mechanics). "Whales in Neverwinter spend an ungodly amount of money, and the top 1% probably does make up 75% of the revenue - because they want to be the best and have the best gear and they know it’s not available any other way.
Boundless could go either way. My hope is that they’ll take the STO path. Slightly better stuff (especially cosmetics) if you hand over a larger amount of money, but nothing that breaks the game for those who cannot afford to cough up tons of cash.