Micro-transactions and “freemium” type games carry a heavy stigma, but done right they can have an amazing outcome for both the developer and the player. That being said, most attempts at micro-transactions are done horribly wrong, and I believe nothing kills the potential lifespan and community of a game more than a poorly thought out micro-transaction system.
For the developer, micro-transactions allow players to determine how much they are willing to pay. This makes the player happy because they decide how much they are willing to spend on what, and this makes the developer happy because the user is able to value the content themselves and pay what they feel is right which can maximize profit while having the player feel happy about their purchase.
These videos do a good job of explaining micro-transactions done right:
(BTW: if you’re interested at all in the politics and finesse involved in making games this youtube channel is THE BEST!) But anyways the TL;DW is the best micro-transactions are when the user WANTS to spend money on a game with no remorse.
That being said, knowing jiggmin, I’m confident he understands the concept of monetization done right. The ‘Vault of Magic’ on PR2 is excellently done. The items are fun, the prices are scaled, and it’s not pay to win at all. Sometimes I wish it was introduced earlier in PR2’s lifespan so jiggmin would be able to reap the rewards of his design more. But anyways, my point is that jiggmin shows all the green flags of a developer who understands microtransactions done right.