Currently, many free-to-play games are balanced along exponential curves. The consequence of this is that even players who really like a particular F2P game often don't leave with a positive experience compared to experiencing the grand ending of a traditional retail game, which leaves players on an emotional high. F2P games are often left at a point when players are concluding that in order to progress to the next stage, the investment in time or money is just too high. Fixing this is tricky and partially even undesirable, because players that do end up spending into an exponentially balanced end game contribute a large part of the total income an F2P game will make. The presentation will discuss ideas about achieving both high spending and an emotionally satisfying experience that doesn't conclude with a bitter ending.