I mean let’s be honest, I left a game over “rich get richer” scenarios and this is far from it. The payoff for having a hoard and even getting to the top via F2P isn’t very good. Here’s how it worked in the previous game, and why I left.
It was Pokemon Shuffle, but a lot of this stuff can be talked about via analogy. Imagine if you could ONLY level troops via Orb of Growth and Orb of Ascension. That’s how Pokemon Shuffle worked. The only way to get that game’s orbs was through weekly competitive events. To place at all, you generally had to spend 10,000-30,000 gold worth of items. To be competitive, you usually wanted to do that 3 or 4 times and hope luck gave you a great score on one attempt.
Every week’s event was set up to require some troop that was featured that week. While there were sometimes new Pokèmon released, often the events were repeats so newer players could pick up older, powerful Pokèmon. This is where “rich get richer” kicks in.
A really good Pokèmon would need 10 Orbs of Growth and at least 8 Orbs of Ascension. Incidentally, that was the prize for 1st-10th place. If you could only afford 5 and 4, you’d place in a tier that paid back 4 and 3. If you couldn’t afford any, you’d generally get 2 and 1. So right off the bat we see that people who can max the new Pokèmon lose the least resources compared to people who can’t. Worse: if the Pokèmon were a repeat, the people getting the most back were the people who had to spend 0 orbs.
This was exacerbated by an exploit that wasn’t patched for a year. “Survival Mode” was a very long endurance challenge where 1 loss ended your run. At I think match 50, you’d get about 5 Orb of Growth. For a long time, it cost so many resources to finish Survival Mode it was cheaper to ignore it and just compete in the weekly event. But a couple of particularly powerful Pokèmon tilted that: you had about an 80% chance of getting back 20% more than your costs, PLUS the orbs. Suddenly, endgame players could loop Survival Mode infinitely.
So they did. Many players acquired the maximum number of orbs. So now, when a new Pokèmon came out, they had a 75% discount on maxing it, and could make that investment back in about 2 hours of play. Advice to newbies shifted away from “how to win competitions” towards “how to loop Survival mode”.
Then Survival Mode was rebalanced to make it impossible to loop again. 2 days after I got the looping team. Then the game had a problem: veterans had 99 orbs stored up, but everyone else had whatever they’d earned. So the developers tried to handle that, but it made things worse. A very large batch of new Pokèmon were introduced, and now instead of 1 weekly competitive event, there were often 2 or 3 at the same time. It was impossible for F2P players to maintain a position on leaderboards: you could do math and figure up the theoretical maximum resources you could farm and each event took 90% of those.
So the endgame veteran players dominated those leaderboards, and made back as many Orbs as they were spending to get there. Some unlucky players lost 5-10 orbs weekly, but that was a rate that could be sustained for 9 weeks and no one was that unlucky.
So I left the boat. An exploit gave veteran players a way to acquire more resources than they could spend, then that door was slammed shut and the game was changed to make it even harder to keep up if you hadn’t already done it.
THAT is “rich get richer”. It takes an infinite resource source. In GoW, even if getting Zuul’Goth makes the rich marginally more powerful, after they get it there’s basically nothing left to spend those resources on.