There may be benefits for AAA gamers to these games that collect/analyze massive amounts of data - I wouldn't be surprised if some of this analysis leads studios to stumble across really engaging/fun patterns that are applicable to AAA games. As an example, I've heard discussion of how analytics has raised game "shininess" (basically making every screen tap/game interaction viscerally satisfying) to the level of an artform - I'm assuming that this has led to knowhow that EA/Blizzard/Rockstar have gone on to apply to some degree in $60 box games.
Let's be specific. I extolled the superiority of AAA. (Edit: I admit I wasn't specific before. I said PC and console, and the 'best' games.) I don't think Metal Gear Solid 5 or Bloodborne mine my data and try to sell me endless IAP trinkets.
But I did give my the PlayStation service access to my Facebook and Twitter to I could post screenshots. So maybe they're already doing datamining there, and it's only a matter of time before everything goes totally corrupt and shit.
But it's a totally different economic model. £40-50 per game. For the time being, I reckon I'm safe.
And that's ignoring MMOs. I don't think anyone can say WoW isn't "AAA".
But there's less of an incentive to mine data and go whale-hunting when you are paid up a flat fee (whether up front, or regular subscription) by your customers.
Of course, it's all software and can change at any moment.
Imagine that you lament on Twitter "I just don't time to play X as much as I'd like!" and then someone else pops up and asks "oh, have you fought Y? Did you find [unique drop] yet?" Then next time you're in the game, you get that special drop.
All of it appears to be unconnected and random but odds are you'll go back to that person to celebrate and be hooked again.
(This is an off the cuff scenario, the actual scenarios are probably way more mature.)
Maybe for a few minutes. I like to think I'm good at analysing game mechanics, as a long time gamer and sometimes amateur game designer. So I mostly avoid F2P games. The tactics are repulsive to my tastes, and I can smell them from a mile away. When there's a choice between struggling to meet a challenge by improving my skill, or paying my way though, my inclination is to take a 3rd choice: stop playing this and do something else. So I much prefer paying up front for a game. I'm old-school that way.
Maybe this option is viable, as a 'serious' gaming hobbyist, only temporarily. But right now, the best games (in my genres of choice) are sold on the traditional purchase model. They are PC and console games.
Generally, I don't like 'endless' games; I prefer a game to have an ending: I play it, experience it 'fully', finish it, then move on to something else.
(But... just to undermine everything I've stated above, I am playing Pac Man 256. It has good gamefeel. I'll play it until I get all the powerups, perhaps. No interest in high-scores...)
tl;dr: IMO F2P games are inferior instances of the artform. Be cool like me and play superior PC and console games.
Also, Jonathan Blow has some interesting points to make on how the payment form of games (and entertainment in general) affects their structure/quality. This is the one where he talks about addictive mobile Skinner box games [x]
[x]: https://youtu.be/AxFzf6yIfcc