This article is significant, in that World of Tanks is considered the premier ‘pay to win’ success story in the North American market.
The core basis of “free-to-win” is to remove all payable options that could be viewed as giving a player an advantage in battle. Revenue will come from sales of non-advantageous content, such as premium vehicles, personalization options and the like.
Their definition of ‘free-to-win’ appears to be that players who play for free can work for and get anything that paying players can eventually get that offers a gameplay advantage.
We made in-game purchases that were previously only available to paying players open to all players. Things like gold rounds, premium consumables, camouflage patterns, emblems, platoon creation and other features were switched over to be purchasable with in-game credits…. players can still) use gold to buy credits, pay for premium account status, or purchase premium vehicles.
Whether or not this fully matches what players consider as F2P, the fact that Wargaming.net is publically moving loudly in this direction has pretty big ramifications for the industry as a whole, largely in a direction that I think is good for gamers.