> Also, we like games with mods and we want mods. Real-money shops make little sense with mods, when you can just download a mod to quadruple the number of rubies you get. Also, it is simply too easy to cheat. I think this touches on an important aspect of microtransactions that to my knowledge remains largely unexamined (but maybe I'm just not reading the right critics). Specifically, games are traditionally built a…
I think Valve's model of pure cosmetics with an active workshop and ability to implement custom games shows you can still have microtransactions without turning away the notion of a player community. It just seems to me that the common monetization schemes implemented in other games is a bit of a blatant money grab made by forcing people to artificially grind.
There is still a community but it doesn't feel like the same game since microtransactions were added. It's still a fascinating example of a player run economy though with (virtual) "Mac OSX Earbuds" being used as a primary currency at one point