good video, I agreed with most of it. Here is my $.02:
1. It's not just lazy rich people, but people with lots of disposable income as well.
2. Due to #1, this kind of system promotes all the wrong things and in turn creates a poor community and poor playerbase.
2a. Pertaining to Diablo 3, this is how microtransactions/in-game economy hurt the bottom line:
-Players who purchase gear (or gold to buy gear) are not encouraged to learn or play the game normally. They purchase power to skip through the game and farm better/faster than players who do not spend money.
-With enough power, it doesn't matter what their skill build is, so these people don't learn/play the game and come up with their own build. These kind of people often copy off of other people's successful builds.
-Elitist attitude. They spend more money gearing up their character so they are more powerful sooner than those who play the game normally. Because they've gotten so powerful so quick, they often talk down to regular players (who most often are superior PLAYERS) b/c their sheet DPS is higher and/or survivability is better
-Entitled attitude. People who spend money often feel entitled and it goes hand in hand with the elitist attitude. Since they have more money, they claim that it saves "time" as if somehow, their time is more valuable than your time simply because they chose to spend money on gear and you didn't. Newsflash, ANYBODY can dump hundreds of dollars into the game and get the same gear. It's simply a matter of choice and/or principle.
The main problem with this is that these people did not earn their equipment. There is a sense of accomplishment in leveling your character and finding your own great items. You have had to go thru the process of farming your own MF gear so you can find more powerful items to replace that MF gear. By allowing people to purchase the game, they've eliminated entirely one aspect of the game that's been there and been a proud heritage of Diablo for years.
-Unskilled players. This one has more to do with D3's game design. Allowing people to freely select skills and runes (especially in an ARPG), is a very bad thing to do. Going hand in hand with purchasing power, allowing these same people to freely select skills is like stealing power from someone else. They didn't earn their skill builds. They didn't do the legwork involved and really learned the game (either from research, or from trial and error). There's a really good reason out there, why almost all RPG's force you to invest in your skills.
In the D3 community, not many people actually CAN build their own builds. Even though the skills and runes are preset effects, most people are not capable of building their own build. Most noobs talk about it as if it was this easy thing, and it's not.
-Flippers. Okay we all know that we got some economy guru's here on D3 and it's no secret that they get ahead by knowing the market. That's all good and all, but the problem is, this method of acquiring wealth and/or gear is too powerful when compared against spending time in the game. It creates elitists who often demean normal players. They're "suckers" or "noobs" simply because they suck at working the economy, or choose not to play the economy.
If the game design has come down to this (and for D3, it has) then the game was designed extremely poorly. Pro economy players should NEVER be superior to players who invest a lot of time. Economic skills should never be superior to skills learned while playing the game.
Bringing it all together, this is a game that completely caters to casuals and fosters unskilled, lazy players with piss poor attitudes. The huge part of making this happen was the two AH's, and in part the free skill select system. Initially, it doesn't seem like such a simple thing as selling gold or gear is such a bad thing but in actuality it is the worst thing that you could do to the game.
The designers of Diablo 2 did it right. They made the best possible game they could, and player economy was truly player driven. You had to conduct face to face trades and if you wanted to purchase items, then you had to do so off of a third party with prices dictated by real market demand. Because the market was separate from the game, they could freely change things in the game for the better, rather than for the worse.
It was great for everybody. Items were not scarce. Plenty of items dropped and there were a lot of usable items. Skill builds really were skill builds and you really had to have game experience to create a working build which creates a sense of accomplishment, starting from scratch all the way to completion. Botting didn't really matter because economy revolved around items, not gold. RM item value was low because the drop rates were so good that regular players can farm themselves (which is how it should be). Normal player should always be on a superior or equal footing to someone who spent money or botted.
Someone please buy this good man a drink.