there was a post about how monumentally slow the grind is to get a single gold-level cosmetic in overwatch 2, and the discussion became a debate about whether the modern architecture of battle passes + rotating storefronts is better or more ethical than the (now mostly deprecated across gaming) model of loot boxes
the insidious thing about the former is that it involves constant time pressure to get the stuff you want. you do dailies and other regular check-in activities to progress the battle pass, achieving both goals of getting you looking at the store almost every day, and continually fluffing up the player population so that the people who buy stuff feel more justified investing into a popular-seeming game
both systems are terrible, but the newer one is worse on a moment-to-moment level for everyone involved. I guess you've removed the potential worst case scenario of the old system (people with unhealthy habits paying hundreds to keep pulling the slot machine lever), but in reality they've metaphorically grinded up that exploitation into a powder and spread it across every other system, where your average joe schmo can't see it and someone more aware of these things will look like charlie explaining pepe silvia when they try to describe what's wrong with the whole scheme
it's way more evil in ways that are harder to see. we probably won't see it go away until people's disdain for this experience calcifies completely, like the response that suicide squad got when it showed its systems
