This is the most common, and most easily defeated argument I’ve seen. On the surface, it makes sense. Most microtransactions come in the form of items already available in the game or serve to speed you through the gameplay toward an individual goal. Loot boxes, for example, are a glorified form of gambling that allows you to spend money for the chance to get a useful item without earning it through the gameplay. This type of microtransaction has become increasingly popular over the years, and many defend them because you don’t need to use them to enjoy the game. According to this argument, so long as the item is available in the game, or has no effect on the gameplay, then why should we care if you can buy them?
Well, whenever we talk about microtransactions, it’s important to keep two things in mind:
With this in mind, consider the following: If there’s value in skipping content, or fast-tracking the player through the gameplay, then it’s probably not good gameplay. If anything, the gameplay is likely designed around these microtransactions, forcing the player to grind through boring, repetitive tasks, or spend a few bucks to get what they want immediately. Sure, this isn’t always the case, but the sheer nature of business incentivizes companies to do this. They wouldn’t be doing their job if they didn’t try, in some way, to urge you to buy their product.