But to play devils advocate, it's a bit different on a regular retail game than a Free To Play game. Microtransactions are the only source of income on F2P games. I've played my share of them and it never ceases to amaze me how many F2P players don't seem to understand this. There's a lot of players who genuinely believe they shouldn't have to pay for anything and seem to take a special pride in avoiding spending even a single dollar on the game. The catch is there has to be a balance. Yes, some games excessively milk this and make it impossible to play without spending large sums of money. But then you have others where you can be competitive while spending little or no money on it but then players refuse to spend anything because they don't feel like they're getting their money worth. I don't envy MMO developers for that dilemma. Damned if you do, damned if you don't.
That model works because of market segmentation.
One of the things that makes a game attractive is having players - even free ones. Spellweaver is a great card game, but you can go 10 minutes waiting for a match and give up - it's currently developing mobile as 'make or break'.
It's fine for those to be 'free players', as long as others foot the bills.
Try not doing this - to have everyone pay some share, much less a 'free share', and watch many players move to the 'free' games instead. So the competition nearly forces them to offer 'free'.
Then there are the whales - the 2% who will spend large amounts, and some who will spend some on the game.
They've experimented with what to offer the whales. Offering them advantages in competitive games works for some games, but most find that the 'free players' are driven away.
There are two main things left: cash for time, and cosmetics.
Marvel Heroes had an especially good option: for free you could play any hero you want, just like anyone else. But they had over 50 heroes and when you want variety - you could pay cash or grind to get them for free.
And this is where things have settled - mostly 'fair' games where cash doesn't buy advantage, but does buy many things as conveniences, reducing grinding, and cosmetics.
I think Rift has a pretty typical history. Started when subscriptions were the norm but ending, it charged the usual $15/month, discount for annual pricing, and sold expansions every two years.
Free to play competition drove it to adopt the model, and replacing it primarily meant selling in-game currency and 'premium membership' with dozens of time saver and cosmetic benefits.
In addition, they added the idea of 'loyalty' as a currency for money spent - but it would take thousands of dollars to get the higher levels. Some did. The rewards were actually not all that impressive.
And of course, the things like lockboxes and mounts (a cosmetic feature). This did drive the game to develop some pretty attractive and creative things like mounts, since the company needed them to sell for money.
They experimented. In the next to last expansion they tried things like making 20% of the armor drops require an attribute that people who spent extra got, but it wasn't really 'better' armor and got a lot of complaints. They also added a gear slot that sold for cash, and then a long grind as an alternative, which pissed off the raiders big time since they viewed the slot as needed, not optional. They got a lot of complaints with these attempts.
For the most recent expansion, they switched to selling it for cash and not having the 'pay for extras' included. This seems fairer to me and I didn't see many complains. It leaves the game free level 1-65, and pay for 65-70.
Unsurprisingly, Xavier is right that they have trained many customers to demand games for free and to perversely take pride in not paying a cent. All part of the business model.
They want to attract the whales, the moderate paying customers, and the customers who will want free in order to keep the player numbers up - that's the competitive market they have.
What I'm saying is to better design the MMO's to protect the players, all of them but especially the whales, instead of the careless approach used now.
And that COULD be a competitive advantage, if they do it right. Imagine an MMO sellling that it has protection for the game, saying pick that one rather than the ones that will just close with almost no notice and lose it all.