> when micro transactions as a concept came to games, it changed the way people wrote games
Has there ever actually been a case where microtransactions made for a better game? Everything I've read about what it's like working for studios that rely on them is creepy stories about trying to chase 'whales'.
If think in some games where cosmetics are the only commodity it works well. In-game customization frankly was not a priority for game-devs, as it did not turn a profit. That is until games like League of Legends et al made customization micro-transactions their entire business model. It's meant newly fantastic support for the art departments! It's also lead to a number of games that are constantly updated over many years instead of just made for release, so one can play their favourite games without them become stale. Yes, this has existed in the form of a subscription service before, but cosmetic micro-transactions have effectively socialised some games, where the whales pay for game development and less wealthy individuals still get to enjoy the game without paying anything! Path of Exile probably wouldn't exist without micro transactions, at least to the popularity it has become, and I've never had to pay a penny to play that game.
So there are a few cases. That's not to say that most mobile game micro-transaction models aren't absolute hot, filthy, dirty, disgusting, stinking garbage.
I wouldn't say "better"; That's pretty damn hard to substantiate! What's the other option? Well 1 is that the game wouldn't exist. I guarantee that Popcap [1] wouldn't be too happy, and there are plenty of people that get enjoyment from their games (arguably sometimes to an unhealthy degree). If micropayments weren't a thing, then many of their games would likely not exist.
Has there ever actually been a case where microtransactions made for a better game? Everything I've read about what it's like working for studios that rely on them is creepy stories about trying to chase 'whales'.