Originally Posted by
Wondercrab
Again, this is precisely the reductionist viewpoint I was talking about that treats all "cosmetic, earnable in game" systems as equal, without addressing the nuance of how such a system can be done badly. When there is no way of mitigating RNG, forcing said microtransactions to be a pure gamble, when the speed of earning them in game is enormously slow, and when a sense of artificial exclusivity is added to them via time-limited availability, then you are left with a system that applies all the right psychological pressures to encourage people to spend more money than they might've wanted to. I mean, it ultimately comes down to the fact that getting a specific skin in the Overwatch summer games might cost an individual $5, or $500, with all the associated gambling psychology of sunk costs etc. coming into play to push them toward that higher figure. Heck, you don't even have to take my word for it, there were plenty of people on the forums posting about how they felt bad after sinking a bunch of money into Summer Games boxes and not getting the thing they were really after.
If your game is creating situations in which people spend (sometimes a lot of) money and get nothing they consider valuable in return, and then feel really bad about it afterwards, then it is clear that there's something about your business model that puts profit first and the experience of the consumer second.