That option seems very wonky to me. Why pay to have a different experience? Why not provide shortcuts gratis? Provide 'quick game' in the menu? I know the whole principle of capitalism and that nothing has intrinsic worth and all worth is assigned by the consumer, so charge whatever people are willing to pay, but I've always been unable to accept the core inequalities of that. Person A and person B, enjoy this game. Oh, person B hasn't as much free time. No worries, just pay more.
Before microtransactions, games were designed to accommodate different levels of player. Microtransaction shortcuts may have been introduced to 'help' people, but they've become a new pricing model where you never know what you'll spend and games are designed to frustrate people into spending, although the masses seem to have acclimatised. Case in point, Godus. Populous was an amazing game, fabulously balanced. Godus was impossibly imposing in its 'time requirements' which had nothing to do with offering busy people shortcuts to a busy game and everything to do with milking the mobile audience. So the audience has basically 'ruined' gaming. Mobile could have been a platform of awesome portable gaming and would have if the users were all gamers, but the presence of 'casuals' meant it's become something else, with gamers justifiably miffed at the results.
I can see your point here, but I addressed it somewhat beforehand.
The past model (minus the very good arcade analogy that milk brought up), was you buy once for X game. And yes some games actually provided in game methods to greatly shorten the game. Doom, for instance with its myriad in game cheat codes. Granted you had to do research to find those cheat codes or even to know if a game had cheat codes. So it was technically available to everyone but not everyone knew about them.
That model still exists, although I don't see cheat codes in games all that often anymore.
However, a new model has arisen. The F2P model. The closest analogy in gaming is the shareware model for PC gaming in the old days.
For example, you could in many ways think of Doom as a predecessor to some F2P game models. It offered a free but abbreviated gaming experience. The entire first 3rd of the game was free and included a satisfying boss battle at the end. If you wanted more, you would have to pay money to unlock the rest of the gaming experience. That's a bit beyond the scope of what many today would consider a game "demo" but a bit short of what many today would consider a F2P game. But it does in many ways form the basis of todays F2P model.
Basically, the pay once for X game limits the amount of people that could be playing games. F2P or C2P (cheap to play mobile) makes the barrier of entry for gaming extremely low and leaves it up to the user to determine their level of investment in the game, whether it be time or money. Of course, since developer's can't make a living (food, rent, all those niggling things) by offering a purely free game, there must be some incentive for people to willing trade time invested for money invested.
The good games strike a good balance and are successful. The ones that don't strike a good balance are either quickly abandoned by users (too greedy) or go out of business (not enough incentive to get enough people to trade time for money).
In other words. By making these sorts of games available, suddenly you have millions upon millions more people that can enjoy gaming in its electronic form than you could with the prior model of buy once for X package.
Of course, there's the inevitable bleed of some gamers from the prior established gaming that found the new variable rate (money or time) gaming more enjoyable. Either because it was cheaper or because they could get as much enjoyment out of it in less time, but at a greater cost.
MMOs are a great example of this. There's a lot of people that like playing MMOs. There's a lot of people that loved MMOs but had to stop playing MMOs when they graduated HS or graduated college because they no longer had the time to fully enjoy MMOs. They didn't stop playing because they stopped liking MMOs. Given a chance they'd keep playing if they felt they were progressing. In come the F2P model and they can suddenly enjoy MMOs again by spending more money instead of spending more time.
Regards,
SB