Theme (in a sense) overlaps with
game token's discussions, which arise quite regularly. Here I'm, perhaps, more on the side of those who're trying to prove that it's enough "real money" involvement for a full-fledged discussion to appear... but even then I'll clarify that the more significant is
degree of growth/progress (and hence "bought power/advantage", leap) and the more difficult it is to obtain such (effort/time), the more relevant question is. And now... *coughing looking at ilvl growth, systems of dungeon/raid modes and degree of influence of secondary/earned&purchased "borrowed powers"* you can continue your discussion in more focused and reasoned sense.
I'm against involvement of real money in "
valuable" process, and it doesn't matter for me whether it's illegal third-party persons or company itself. I'd understand if they just provide (= encouraged with) subscription or wow/blizzard-money (which can't be obtained by real currency, only by playing games, possible even can be donated to others within dev's "virtual space", kind of "reputation/merit" points) in exchange for virtual
gold while
zealously protecting very process of in-game earnings (turning it into something like representative/advertising/promotional part of their "expenses/financial losses" ⇒ support of honest, stable and hardworking subscriber (also polite&helpful?); it's clear that this would have to revise current prices for such services), but they don't do it, they don’t bother about both. Their decision is "freebie and laziness", yes it's profitable, no one will deny it, but imo it's also dishonorable and unfortunate for
in-game
climate and game design (imposes certain requirements and restrictions, which I talk about in link at the beginning of this message).