Auto-translated
So, I am reasoning exclusively from the point of view of the financial model. And the games themselves can be good (or bad) in terms of gameplay, in-game mechanics, graphics, etc.
1. Everyone Pays
examples: World of Warcraft, Dofus
All players must pay monthly for access to the game and/or for new expansions. The initial conditions do not give any advantages to individual players, and what you get next depends on luck and perseverance.
2. Pay to Win
examples: Fight Club, other games from the same developers, Kingdom
This is when there are some very powerful items in the game that can be obtained through donations, and they are not available to players who have not invested money (or are available only to a few super-hardcore players). There are two options. The first is something like this: A regular player can have a weapon with a maximum power of 250, and a donor immediately buys a weapon with a power of 500 (for a small amount of money). After many people have already bought weapons with a power of 500, the developers release an even more powerful one (+10%, to 550, but it costs twice as much). It seems that 10% is not that much, but nevertheless, in battles where everyone has 500, the new weapons are decisive. When people buy weapons with a power of 550, the power is increased even more. Finally, they release something that allows a player who has not invested anything in the game to spend a thousand rubles and become equal in capabilities to players who have invested 100 thousand. Even those players who did not want to pay out of principle grab it. Thus, the developers milk the entire audience completely, from top to bottom. The second option: the power of the weapons does not increase; donor weapons are simply temporary and need to be bought again and again.
3. Buy Your Time
examples: League of Legends, Hearthstone, World of Tanks
This is the "acceleration" that Ment was talking about. All players are constantly in equal conditions, and money does not matter in a specific battle. But the rules of the game are as follows: if you want to get something, be kind and play 50 games. And if you don't want to, or you don't have time, you can pay and play only 25 games. Or not at all. The result is the same. But from the outside, it is impossible to understand whether the player has invested money or time. You look at the player's account and don't know if he bought the champion for money or farmed it for a week and earned IP, and whether he bought runes for money or farmed them for 2 weeks. (for comparison, Pay2Win would be: "it is immediately clear that he bought runes for a lot of money, and they are better than the usual ones"). And in the game Hearthstone, you also have no idea whether your opponent donated for cards or bought them for gold. The cards are the same. And in Tanks, you also don't know if the opponent has a premium account or not.
4. Cosmetics
It goes without saying; it is present to a greater or lesser extent in almost everywhere.
5. No Donation at All
examples: Haven and Hearth
It is not forbidden to support the developers financially, but there are no bonuses in the game for this.
In this type of game, the time spent is what matters. Those who play day and night will compete for world domination.