Really well put, sums up my feelings about the whole micro transaction situation. As someone who lost a close friend to gambling addiction the whole talk about whales makes me really uneasy. They can add as much micro transactions as they want but when it's in the form of gambling for stuff you want it turns into something else.
That's exactly my gripe with gacha "game mechanics". Random is never random in the world of computing, and when you take a system that can tweak its odds at will without having to answer to anybody and add economists behavioral psychologists' know-how for conditioning people towards wanting to roll the dice "just one more time", then you've got a recipe for disaster.
Loot crates are just something I wish we could erradicate from "game design" (read: behavioral conditioning 101), but of course they're insanely more profitable than people paying a known amound of money to get exactly what they want. Why? Because people who are fixated on getting a particular item might end up rolling the dice over and over until they get it, and the microtransaction "designers" tweak the skinner box's values to make sure those so-called whales are milked for all they're worth, and help pay for the remaining 99% of people that either don't spend or spend too little to be considered good catches (hence the label "dolphin").
For example, Overwatch's loot boxes are worked in a way that you build up expectation as you watch the emblems fly up into the air and finally fall back after a delay, revealing the goodies you've been given by the almighty (most likely not-so-random) RNG. Could they have simply given you the items immediately in a list or pop-up window? Yes, but they probably realized that the unboxing system was better at keeping people paying, which is the only reason why they chose to have it work that way. At least Overwatch's gacha system is only linked to character customization, but when you're using gacha for gameplay-affecting rewards it gets even worse.
If the low credit acquisition rate in GoW4 is made to offset the lack of available rewards, that's the game's economy taking precedent over classical game design, and when game design becomes a secondary concern to developers before creating addicting revenue-generating systems, that's exactly the kind of thing I can't agree with.
Actually, I don't believe in the concept that IAPs are required because games cost too much, or that games actually
need them... I mean, games are budgeted and must be greenlit before production even begins, and it'd be naive to think that game companies aren't considering IAP right then and there as a way to offset development costs. If a game costs $X to make and requires $Y from IAPs to get there, I'd rather have it cost $X-Y and not have skinner boxes in there that subvert the order of priorities from "have users enjoy the game" to "keep paying users captive through any means necessary to milk them as much and for as long as possible".
I'd also be pretty interested in seeing what'd happen if there was some kind of entity that was given the authority to look into games' RNG algorithms in order to ensure that the rules governing item distribution were actually fair... Actually, I wonder if that's actually a thing in physical gambling such as lotteries or casino games, as well as the possible implications that might come from having gacha mechanics being labeled as gambling, with all the legal, financial and social implications such a move might lead up to.