The problem is that it's utterly contrived artificial "convenience" completely at the dev's control. Extra food has real value, a dev artificially tweaking the values of your game variables does not (and if you argue otherwise, I'll again refer you to the cheat codes of yore). And them adding gambling into the mix just makes things all the worse.
I've already said my piece in this thread on loot boxes. TL;DR, I don't like them. Depending on the implementation, I think they're a cute way of using human psychology to squeeze out a bit of excitement or abusive and disrespectful towards the player.
You're assuming that the dev is artificially tweaking the economy to drive players towards microtransactions. That's not necessarily the case. Let's think of an imaginary example: I publish an HD remaster of GT4 with everything exactly as it was, but with the addition of being able to also pay real money to respin a prize wheel after a race.
Nothing has changed about the game, it's purely an additional feature that you can choose to use or not as you see fit. The economy was clearly designed without microtransactions in mind, because they didn't exist at the time. Is this hypothetical GT4 HD a problem? I would say not, but I'm curious as to what you think and why.
Imagine if McDonalds said they'd arbitrarily hang onto your order for 5 minutes after it was ready unless you paid extra. And even if you opted to pay extra, you were only paying for a random chance of getting that artificial 5-minute wait reduced by somewhere between 1-5 minutes. That still cool?
Like I said, game design is the problem, not the microtransactions. Designing a bad game and then offering to fix it for money is abusive. Designing a good game and offering additional content/features for extra money is good business practice. The difference lies in a couple of places; firstly, the intention of the developer, and secondly, the actual value that you're receiving for each "object" you pay for.
Abusive microtransactions try to trick you into purchases that you rationally wouldn't make if they were presented to you differently. "Good" microtransactions offer fair purchases where both the consumer and the company are happy with the exchange that has taken place.
This is why gambling is generally considered bad. If I offered to sell you a $10 note for $20, you'd tell me to sod off. But when that same transaction is obscured by a web of probabilities and long term outcomes that many people are not mathematically equipped to analyse, it can become abusive. Ditto microtransactions. I only find them to be bad when they're trying to pull the same trick; get the player to buy something they otherwise wouldn't by obscuring the true value or appealing to psychological tricks to bypass normal rational purchasing decisions.
BUT...and this is the big but...microtransactions are not
required to be abusive, even though many are. (Thank you, mobile gaming industry.)
However, I am not fine with devs exploiting people's impatience and propensity towards gambling... especially when it can be artificially exacerbated by shrewd game design, subtly too.
I don't like that either. But I don't assume that any game with microtransactions is by default exploiting it's players. Nor do I assume that the design of the game was altered by the presence of the microtransactions. In many cases that's so, but I'd rather judge on a game by game basis rather than arbitrarily lumping all games that share a mechanic together.
2K18 and Shadow of War has the worst kind of microtranactions the game industry has to offer at the moment. If it takes this level of ant-consumer BS to get people to finally notice them, then I fear for the future of gaming.
It doesn't take that level of BS to get people to notice them. Gamers have been noticing for years. Look up Gran Turismo HD/Vision Gran Turismo and see the outcry over that. However, this may be the level of BS that it takes to get Joe Casual to notice and to get enough people not to buy the game to have a real impact on the developers/publishers bottom line.
Like it or not, companies are clearly still making money on games with microtransactions in them. Almost certainly more than they would in games without them. Until that changes, you're going to keep seeing microtransactions. Businesses are out to make money, not friends.
Also you speak of convenience. I believe
@Lain has your solution. They're called cheat codes. We used to get them for free. I refuse to believe game devs can't come with a way to make game progression fair and time efficient without asking us to open our wallets after we gave them upwards of $100.
But cheat codes only satisfy the consumer. You're forgetting that developers and publishers are there to be satisfied as well. How do cheat codes satisfy their wants and needs?
There's an old saying, "If you're good at something, never do it for free". From which one could also read the implication "If you have something that someone wants, never give it to them for free". Often companies will give stuff away for no monetary cost, but in those cases they're usually getting their value in good will, or visibility, or whatever.
Cheat codes kind of by definition are methods of playing the game outside of what it's designed to do. If some people want to use those, then that's fine, but it's in the company's interest to charge for it. If they don't, then that's a revenue stream that they could be using but they aren't. Basically, they'd be awful at their jobs.
They also get to choose what is and isn't included as base functionality in the game. Now, for non-F2P games I believe that whatever is offered for the shelf price should be complete and fully functional in and of itself (Prince of Persia 2008 being a major offender for holding the true ending as DLC). However, that does not preclude the developer from adding extras for extra cost.
One need only look at the automobile industry to see examples of this. You can buy a base model Camry for however much, or you can pay extra for a number of extra conveniences. The base model is perfectly functional as a vehicle. Are you entitled to air con, electric everything and a big engine for base model money? Or is the company entitled to charge extra for additions above the minimum functional level?
That's only true if you think microtranactions are OK in games you've already paid for. I strongly do not. No matter how people try to justify them.
You're doing a poor job of explaining why, though. Let's imagine a game, Imari's Island Adventure. You buy Imari's Island Adventure for full price and it offers an extraordinarily good game experience (obviously) and a great amount of content for the price you paid off the shelf. Seriously, this is the best game you've ever played by a significant margin. It also includes microtransactions.
Is this a bad purchase because it has microtransactions, despite the fact that this is the best game that has given you the most enjoyment per dollar you've ever had without you touching the microtransactions once? Or are you just mad that there's extra content/features that exist that the (wise, handsome and sparklingly brilliant) developer has decided should be included as additional purchases?
I don't dispute that microtransactions can be abusive, and can wreck otherwise good games. There are many, many examples of them doing so. I dispute that any game with microtransactions is worse simply because it has microtransactions in it. That is not correct. You can make an argument why any given game with microtransactions is worse off for them, but it's not a case of simply saying "MICROTRANSACTIONS ARE BAD, QED". That is a fallacy.
If you want to make your argument, then make it. Don't hide behind generalisations.