Earlier quoted context omitted.
Honestly, I think there already is a market for that. I know personally, when I buy mobile games, I completely avoid the F2P space. The last mobile game I played was The Oregon Trail (on Apple Arcade), and I gotta say, it was incredibly refreshing playing a game on the phone that was just a game. No annoying timers or things like that to convince me to buy "gems" or whatever currency. (I'm not sure if that game is co…
The dichotomy between cosmetics and gameplay-impacting microtransactions is irrelevant. They both produce the addiction you describe.
On the other hand, if I buy a hat I like in Team Fortess, like, I might buy more hats in the future but there's no particular incentive for me to do so.
Addiction generally requires a couple things IMO:
- The product/substance needs to provide some sort of short term relief or benefit
- The short term relief or benefit becomes more expensive over time and less satisfying
- The higher the usage, the more invested or dependent the person becomes
If you spend like $1000 upgrading your base in Clash of Clans, then you're certainly invested and likely to spend more in the future. The benefits also start to dwindle -- you have to spend more for the same effect (ie, upgrades get more expensive/time consuming)
On the other hand, if you buy a hat for $5, none of the above applies. Maybe you're a little more invested in the game but that's about it. And well, if you were buying a hat, you're probably already pretty invested.