No it doesn’t. Digital products have a marginal production cost per unit, so the only cost is the development. This means that it’s not cost that determine the necessary revenue but the rather the optimal profit (price x units sold) determines the price. You can basically ignore the development costs when you want to determine the right price for a F2P product. This is basically a general rule for any product but for digital media it’s even more so.
The only time the development cost matters is when you decide whether or not to actually start the whole enterprise. Development cost makes it a yes or no question rather than something that determines the price of the product.
What makes F2P interesting is that it opens the way for different price brackets. Free, cheap, dedicated, and then there’s the ridiculous amounts of money a few individuals are willing to pour into a game.
F2P also has the weird characteristic that the more popular it gets, the more willing people are to invest money into it. Then there’s also the psychology of if you get them to pay a small amount, at least make one transaction once, then they’re more likely to repeat that. Simply paying online for a game is already an obstacle in and of itself no matter how good the deal is. This for example, keeps me from paying for Tribes and for Planetside, I like the games, I have the money for it, but I can’t commit to either one of them enough to justify me grabbing my online payment tools and paying some for it. World of Tanks did get me to pay for it because I played that enough that the amount of time I would win with the boosts easily justified the money I paid for it.
Then there’s Battle.net with their new online market. Their Dota is going to be the flagship and is intended to get people to make at least one payment on Battle.net. Just to break the ice.
But yeah again, I would know a perfect system to monetise a game like Quake Wars as a F2P game. Dirty Bomb however, appears to be fundamentally different as far as character building goes so I simply wouldn’t know where the value to the customer lies. Yet.
EDIT: Oh there’s another thing. F2P games (and MMO’s) seem to benefit hugely from very long betas. Not to increase the quality of the product but rather to start building a playerbase. You can only truly launch a F2P game once and a beta is the way out.
What this does is that it gets all the nerds committed to play the game strenuously and competitive, they want to figure everything out so they get a running start once the game actually resets. Once you launch the game then you got a whole horde of bristling fans that want to start on day one with a large supply of in-game currency to get the best chance in their race to the top.
Games like Tribes and WoT understood this well and even promised the beta tester a unique limited-edition reward for beta-testing that also gave an advantage well into the rest of the game. I think the lesson to take away from this is that the longer the beta, the more profitable the launch will be.