So "Pokemon Rumble World" came out yesterday on the 3DS eShop. It's not a game I'm massively interested in but when I read about its monetization system via a post on reddit I started to give it a little attention.
To begin with it has a very standard free to play system, each of the stages in the game have a cooldown before you can play them again, you can either wait for the cooldown to run out or if you don't want to wait you can pay. There are also some other things that can be paid for such as additional stages etc.
The part that becomes interesting to me is that after you've spent $30 on these microtransactions the game doesn't allow you to spend any more money. In addition to the in-game currency (gems) you've bought at this point you also receive a drip of 20 gems per day, and the prices for removing cooldowns etc. are reduced.
So what you have here essentially is a game that has the large player base of a standard F2P game, people can get a taste of the game without spending a penny if they're willing to wait. If they want to drop the cash, they can. Once they reach the price of a standard downloadable title, however, the game removes all of the F2P elements and essentially acts as though they had bought a full price retail game.
This to me is a really smart way to do a F2P style game without being exploitative of customers and I felt like sharing it. Since Nintendo is going to be dipping their toes into the mobile market in the future I think this is an ideal model to be going ahead with.