[...]That is what people are saying - either you have a game that you pay $60 plus DLC for, or, you have a free to play game like Overwatch where you pay for cosmetic content. Both are fine, both are profitable. Gamers have a good time and developers make money. Everyone is happy.[...]
Just a correction, Overwatch isn't F2P. It's still at a base price (regular version) of $50 (currently on sale, but the gist is that it ain't free to play).
And speaking of Blizzard, since I play Heroes of the Storm regularly I can say that gambling is now more clear than ever in it, even though that one is F2P (with the recent Gems-Only skins). It's "just" cosmetics some would say. It's a F2P game but - in my book - gambling in and of itself is simply never a good idea, or a good system. It's terrible. As much as I hate it being present (well, when it was there; though might make a come back as just worst as it was originally) in BF2 but like the base game, I do hate seeing gambling in HOTS even if I love the actual game itself. It's not because it's "just" cosmetics that gambling should be accepted. And, on a side note I'm not referring to anything you said yourself Ancalagon. I'm just thinking out loud here.
Most devs and publishers doing that just now seem to do it out of the 'standard' that it seems to have become to just include gambling, and then calling it a night (because they've been taking it for granted for years, it always worked). They did that because they could get away with it, for a long time (it didn't start with BF2; it's been there especially in portable / mobile gaming for many years already, and it's not because it's "just" mobile gaming that gambling
there should be more tolerable either compared to PC desktop and home consoles gaming). Now I hope that a lot of things will change. The problem really is the randomization aspect, and the lack of transparency on what you can get and what are the chances. There should be no 'chances', in my opinion. If you want a specific cosmetic item, it should be purchasable per unit with a fixed price, as an individually-purchasable item. If you want multiple cosmetics they could be included in a bundle for instance, those I usually have no issues with (if everything you get in them is shown and there's no hidden "ifs" and "maybes"). Or heck, why not, allow us to create our own bundles and new prices would be calculated based on the number or types of items you'd want up to a limit and a "bundle price" would be set. I mean... there's ways to do it, they just don't want to explore them.
And for Battlefront 2 specifically what I'd like them to do if they REALLY want to keep microtransactions in but remove the gambling / randomization aspect then they could always just create a fixed price for bundles that clearly include 'x, y and z' items for one, and other items for another bundle. Let's say... something along the lines of a Light Side and Dark Side Bundle. In one you'd get Rey's pre-order skin, most (if not all) her Emotes and Victory Poses, plus Luke, maybe the Falcon and perhaps 1 Blue Card for each Trooper classes and 2 Green Cards for those same classes too (say, for a Light Side Bundle #1, and there would be maybe 1 or 2 more with different combinations of items). Just examples, but the gist is there. Simply clearly identify the items that you'll be paying real money for and don't create any randomized "chances" since that's the 'addicting' part (for some) and where the money flows from (when someone keeps on buying non-stop until it "finally drops"; that's pure gambling and it's even worse than that considering that you don't even have a chance to get any real money back from said 'gambling').
It needs to be 'fair enough' at the asking prices. That, and/or also allow us to simply purchase specific individual items at fixed prices. And, finally, not *
everything * should be purchasable. What I'd have in mind are some characters (not all of them), some cosmetics (again, not all of them) and some 'basic' Cards with the few bundles giving you maybe 1 Blue Card for one or two classes (not randomized but already established in bundles or individually-available). The rest should be acquired via normal play and the in-game Credits income via match and challenges rewards. And those match rewards and so on should be dramatically increased. For example, if someone plays a 30 minutes-long Arcade match and completes it, they shouldn't just receive something stupidly low like 100 Credits; that's blatantly insulting. Additionally, playing "too much" in a row shouldn't result in reaching any sort of daily or hourly 'limit' of Credits income, that one needs to be entirely removed. I personally don't care much about those actual amounts of Credits we get since I don't quite care about the stuff I can actually buy, but objectively-speaking those small "rewards" are horrendously low and obviously there to 'convince' you to accelerate the process; it's a grinding system to exacerbates potential lack of patience or desire to 'do it all normally' over time to incite and push you toward spending real money to 'bypass' said grind; it's just clear as day. For people who do care about their in-game Credits income, that stuff needs to be completely revised (but gut feeling says they'll just focus on 'fixing' microtransactions and won't touch the various ways players could be rewarded more justly with Credits).
Anyway, beyond EA and BF2 (and Disney themselves) I do hope that this development (the investigations about gambling giving good results) will mean that all the companies doing that sort of thing in their games will be investigated and that they won't stop once they deal with EA and BF2. The problem dates back to many years and has spread out across many platforms, genres and targets all audiences. I only hope that in the process not too many innocent heads (devs studios) will roll and only the true culprits, the real puppet masters will have to pay for it.