Depends what kind of games I'm playing. I like an immersive world in rpg, but difficulty in Rhythm games. I like games that take skill, or a that has well thought out quests.
If I made F2P games:
Don't have stupid micro-transactions unless it's for cosmetic only, or dlc that is well worth it, not pay 2 win crappy games. I remember playing a game and that was F2P that was really cool, played well, and had a somewhat good story. The downside was that you had to pay for a guild, home + furniture, and other areas with real cash. I wouldn't make a random lootcrate that has been a huge trend after what CoD Advance Warfare did...
A good free game like Legionwood A Tale of Two Swords, makes an amazing classic FF 1 feel with the difficulty of the older style games and it was free! I didn't have high hopes when I saw that it was free, but it's amazing so far. You can also readjust your character's stat points anytime to makew your assassin a tank for a match or your mage into a paladin. So many choices, so many ways to experiment.
^An amazing rpg that I rarely see in rpg genre.
If I would make a game:
If I made a game, I would make it like Skyrim style of combat. Like exploring in Runescape, every place would be available to explore, but you will get punished if you go to an area that your lvl isn't high enough. I would have a season pass to have dlc, but have early access to the free ones (like 1 week -> 1 month early) There wouldn't be any waypoints that tell you where to go like in Skyrim, but I would have a journal that says what the last person told you so you won't forget. I know that it's hard to give out free dlc and stuff when it's really expensive to make a game.
final words:
Don't rush your games because fans want it. I rather have a delayed game than a broken game. I also hate it when companies continue a game series that should've ended like FNAF. (He is really milking that franchise at this point.)