This is all very interesting (not really, since we've been over all of it thousands of times already), but the article wasn't about pay to play vs free to play. It was about the practice of first charging to "buy" the game, then also charging monthly for access. I put quotation marks around buy because the truth is, when you buy something, the implication is that it's yours, to do with as you see fit.
The author pointed out that while there are plenty of things out there with monthly subscriptions, such as Netflix, XM Radio, and so on, none of them asks you to pay for the client. You only need pay the monthly subscription. This is kind of what differentiates between what is a product, and what is a service.
I have to say, I agree with him in this. Why is it that only in MMOs do we see this pattern of trying to "double-dip" as it were, and treat your game as both a product and a service? The answer of course, is that gamers are really not the brightest of consumers, and game producers are smart to get all they can from us, and rightfully so. I'm certainly not mad at the producers of MMOs for being capitalists. I'm mad at us gamers (myself included) for being dupes when it comes to intelligent consumption.
Hopefully, one day an MMO producer will give the subscription model a true go: i.e., download the game client for free, pay a monthly sub to access the game. NCSoft tried a kind of P2P-F2P hybrid with the buy to play model, and it worked pretty well, but I'd like to see a company try the opposite- free to download, but pay to play. I think it would be interesting to see how it does.
Of course, the main disclaimer on that: the quality of the game play will FAR out-weigh the pay model, as it always does, for any game.