> Monetisation strategies like microtransactions, loot boxes, etc. are also part of the game. However, the goal of such parts is not aligned with that of the others. The game is compromised by the introduction of the monetisation strategies.
Yup, I think this gets lost in the "visual-only cosmetics are fine/gameplay-affecting is bad" position. The problem is that in most cases, even if the cosmetic is purely visual, games are now being designed around "how do we incorporate cosmetics" which is constraining the types of experiences that are being made and the mechanics they allow.
Battlefield 2042 is an example of a game that completely upended its traditional mechanics to pull in the concept of "operators" (like R6: Siege) because they knew they could make more money selling operators. And at some level that's gameplay affecting, maybe not the ideal picture of what happens when MTX gets involved, but that's always the temptation - "we'll make it gameplay-affecting, but it'll be fair". Once you bring money into the picture you are reliant on developers to take the high road - not just today, but for as long as the game is active/you're interested.
Its predecessor, BFV, was skin-based and it was still controversial not just that you had random Fortnite-style nazi characters running around the Pacific Theater or Japanese Rambo Lady running around Norway, but because they started to introduce tons of animations so that players could at least see the skins they paid $20 a pop for - and that is a basic game-design thing that affects everyone regardless of whether you yourself pay up or not.
At a more basic level, the single-player RPG is essentially dead because it's the most difficult to introduce MTX mechanics into those genre of games. And sure you can point to Elden Ring but even then they are using "cooperative" or "inter-session" mechanics that fundamentally exist as a way to get an "always-online" server system into the picture as a platform for MTX. You've got forced Denuvo on everything. Etc etc.
And again, even when it's done right, there is still an incentive to make the "free" mechanisms grindy so that players feel the urge to pay IRL money. LOTR: Shadow of War was an example of that where the game could technically be finished without MTX, but at a certain point the game ramped the difficulty so hard that it was virtually impossible, certainly impossible without suddenly turning the game into a second job. Many games similarly force hundreds of hours of grinding or... you can just pay and go play with your friends! You can get bait-and-switched once you are into the game and emotionally attached - and that can even occur after release/after reviews have been written, or even just so far into the game that most reviewers don't reach it in their 5 hours of gameplay on their pre-release copy.
Those MTX mechanism are still shaping gameplay mechanics even if they are "purely cosmetic" - and in many cases they are not, they are definitely gameplay-affecting by design (in major AAA/e-sports titles even, this isn't just random mobile crapware, R6:Siege is one of the most popular e-sports titles, LOTR is a mega-IP, etc). Games being designed around "how do we pump the player for cash most efficiently and with the least ability for them to hack around us" is itself a problem either way though, that's a corrosive mindset for game design as a whole that is enabled and encouraged by allowing MTX at all. Either you keep that camel out nose and all, or as soon as that nose is under the tent it's always going to be an insidious urge, and in many cases an explicit mandate from publishers to the studio.
Also, yes, in anything where you interact with another player, your interactions are shaped by the other player's responses to you, which is determined by your cosmetics. I posted this deeper in the thread but to bring it back here:
> As a medic in team fortress 2, I usually pocket and ubercharge the players with cosmetics. It's an important team resource, and the odds of someone with a "default" skin making good use of it are fairly low. Much like plumage for a bird it's a reliable signal of "virility" - if you're invested enough in the game to own a $200 hat and a coordinated outfit then you've probably played it long enough for me to trust you sight-unseen.
> http://i49.photobucket.com/albums/f278/katietiedrich/comic26...
> If you're a pro player with the default skin, you're gonna have a bad fucking time, because you're last priority for heals, you're not getting an ubercharge, etc. That is gameplay-affecting even if the cosmetic itself is not.
Paper that might be enlightening for those who haven't partaken: https://www.diva-portal.org/smash/get/diva2:901463/FULLTEXT0...
(I should add that as medic, I had a golden medigun for a while too, and that was an extremely bad time for me, because every single roamer was absolutely gunning for the medic with the $100 item. Sometimes it pays to have some restraint in your plumage when you happen to be a particularly delicious and defenseless target...)
I have such mixed feelings about TF2, because it was such a fantastic game, but it pioneered all these exploitative MTX mechanisms. The game itself was actually one of the better examples of how to do MTX properly (cosmetic only, tradeable by players, etc) but it immediately showed there was a lot more money in MTX than in making games, and opened the door to other actors to exploit much more heavily (compare the Overwatch model and its non-tradeability/gacha mechanics, R6:S with its gameplay-affecting operators, etc). It's also disgusting the way they've just continued to let the game rot without even basic bugfixes, it's been completely overwhelmed by hackers for 4 or 5 years now because they just won't patch their shit. Nor will they let the community patch their shit, like Team Comtress 2...
https://www.youtube.com/watch?v=EnBDMZ-9-Dw