The difference is that on the pay-for-perks, you're spending the $50 just to keep up with the Joneses- they've been there for a long time, and bear all the fruits of their previously spent money. In order to be "ahead of the pace", you need to outspend all of the money the median player has ever spent on their character.
The model creates an illusion of progress- you spend $50, and your character develops more rapidly than it would if you spent $0. However, you aren't developing any faster than the other players who spent $50. If spending $50 is common, you effectively get nothing besides the ability to play without a handicap. The arms-race mentality drives both competition and profits.
It's also untrue that total time invested is the only variable in catching up on a free game. All mortal characters in Carrion Fields age, and eventually die to old age or violence. (This is true of many games, most notably RPIs, or various business models. I'm not claiming novelty here.) The most veteran players eventually begin anew, without the accumulated skills, equipment, roleplay rewards, or reputation of their previous character. While they have a significant edge in know-how, this is true of all established games. It's still unquestionably better as a new player than a game where you have to compete against veterans who have that edge in know-how and equipment and skills and previously invested RL dollars.
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