I've completely stopped playing MMOs, but there is a difference when it's an online service. What I consider absurd are the publishers and developers who close down their MMOs when they still have players who have invested and will invest money into it, without even considering selling it off. I'm looking at you, NCSoft. Almost happened to Spiral Knights, and because it didn't, it's still going. It's like they think that people playing them are players that would otherwise playing their new MMOs, when the reality is they avoid those publishers that don't respect their persistence and investment.
There's also a lot of MMO's with no subscription and plenty of whaling. But cosmetics are cosmetics, there's people that can legitimately complain about a $90 dollar mount if it gives an unfair advantage when they would otherwise not mind paying for just cosmetics. But there are people who don't mind unfair advantages in certain games either, as long as they have a F2P model and the devs have a good rep.
Nowadays, what drives me off is the feeling of never getting the full experience, having to constantly feel that way to avoid getting caught in predatory addiction loops they implement, and just being able to buy a full, self-contained experience for what would otherwise be two months of subscription in an MMO.
The difference mostly is that the old games were games built first and microtransactions second. Slowly creeping up the invasive methods. Which is acceptable for most people.
However new games have a fully fledged out microtransaction system and shop and the whole game is built around maximising profits. Just like mobile games are.
It is rare that when you put the money first you will produce a game that is fun. And definitely not possible to make a good one.
I have the strangest hunch that if a large MMO or game with lootboxes decided to make every item available via unlocks for free but make them all immediately buyable now, they'd have a nice business model. The player isn't buying exclusivity or an advantage, they're buying convenience.
This model incentivizes the developer to make every single unlock obscenely grindy and frustrating to better motivate players to buy those items instead. Often resulting in a game that simply isn't fun to play.
The Past "We made this game, and if you like it and want to support further development, we have these small DLC bundles, some skins or what not... Nothing fancy, but we wanna work on new maps to keep the game alive. There's no obligation, the maps will be provided free of charge, we're just happy the playerbase is so enthused"
Now "We've made a new venue for buying skins, the marketing people call it a game? Look whatever, oh and while some of these skins look unremarkable, remember they're only available for a limited time and those will cost 30% more than normal, but if you don't buy it you'll regret it forever when we take it away, either forever or until the GOTY edition."
(Seriously: Ban FOMO)
Seriously it has gotten to the point where games are so content bare that people are talking about the DLC before the main game's out.
Mortal Kombat 1 made that mistake so hard it had to start giving skins away to try to goad me into playing it again. Great story, terrible gameplay... weirdly the opposite of Mortal Kombat 11... (Maybe it'll help if your big DLC expansion wasn't 2 characters that are literally just genderflipped recolors.... How weird is that Cyrax and Sektor are female now. I mean, normally that's fine whatever, but in the context that Liu Kang created this universe to be his ideal, did he just have a Rule 63 kink for Cyber Ninjas or something? Or did turning the Transhumanists into Transgenders seem like too hilarious a pun for him?)