I can see the argument for free to play. I can. I just don't think it will help fully.
Previous arguments have stated that retention, not incoming, is the issue.
Retention is accomplished by proper releases to keep gameplay interesting, as well as keeping interest in the game, period.
Proper releases are accomplished by considerable planning for years to come, then keeping on schedule as much as possible.
This is where I see Muse's biggest failing. I don't believe the game is fully and completely dying, but I do think that it's suffering greatly, despite and due to Muse's actions. Planning is something I feel Muse lacks. Proper plans for the future, proper plans for releases, and proper plans for how it wants to deal with the community.
Case and point, Alliance. So far, Alliance has come through with a short-lived fervor at first, and now more of a simmering enjoyment. It's nice to go into and stress relief on AI for a while, especially when dealing with less-than enjoyable newer players, before diving back into Skirmish.
Alliance, on the whole, feels only nearly a quarter done. So few modes, one of which is rarely played due to the sheer annoyance of playing it, not even all of the factions released properly, desperate balancing required for some things, and half-cocked releases of Alliance content into Skirmish requiring frantic hot-balacing in order to keep the game playable.
All of this because of a lack of adequate planning on Muse's part. Budgetary issues and deadlines could have been met if Muse had taken the time to adequately plan out Alliance, or at least kept themselves humble. They are small. Tiny. They aren't able to just churn out content like a goddamned machine. They simply aren't able to. As such, they need to actually get their act together and plan out what they want to do.
Certainly, their plans will not always mesh with players. Never will, for some. But if they actually have a plan, and can be flexible enough with it to actually fix community problems and work with the playerbase, they might be able to up retention rate and keep the game going for a few more years. If they plan for those bloody years.
I'm not asking for quarterly releases of broken content, now. None of us want another Minotaur or Tempest. I'm not asking for another Adventure mode, setting the bar really, really, really high and expecting everything else to catch up. I'm also not asking for what happened to Robocraft, which, to those who don't know, was to release way too many new modifiers, assets, and changes in too short a time, and driving away a good portion of players just because of how much has been changed in so little time.
I'm asking for some concrete, simple, steady planning for the next few years. Actually dedicating the team to one project at a time, continuously working to finish that product at a relatively set time. I'm asking for cycles of work, planning, and releases. I... really haven't seen it of them, and that may be just with me being new-ish. I haven't been here since Alpha days, but I've tried to listen to those that have been, and I really, really think that Muse lacks adequate planning.
Possible, very rough idea for planning would be to dedicate quarters to strict, definite tasks. Q1 dedicate to balancing and community complaints. Q2 dedicated to development of new ideas and maps, taking community suggestions and deciding which and what could or should be added. Q3 dedicated strictly to working on that idea decided in Q2, very little to nothing else. Q4, test, test, test, test, talk with the community, test some more, and then release. Simple, dedicated, consistent planning and working in that system. Then stick to it. Just make a plan and stick to it, being flexible where you have to. I feel that would do so much for Muse and for GOIO overall.
Anyways, that's my two cents. Sorry if it was a bit long and rambly, but...