Designing for in-game consumables has, in all I've seen on the subject, accepted that only a small part of your audience will buy notably into ongoing purchases and you capitalise on the Whales, not the minnows. I guess EA have their own experiences with their sports games, but it'd be quite the stretch to think they could push IGCs onto most of their audience. I could believe the balance was very different, with IGCs a lot less aggressive, before some management choice decided to turn them up to 11. eg. What if originally it was ~5 hours play with 100% saving to unlock a major character, so maybe 10 hours with realistic spend? The complaints wouldn't be anything as high. Then maybe some schmuck said, "hang on, why's that 5,000 credits to buy? Can't we make that anything? Whack it up much higher - then we'll get more people buying the thing. We're not bloody giving this stuff away!"
It would be interesting to see a recurring revenue breakdown and how the financial structure works out.
I am not convinced it is just whales though because of the size of the revenue is insane when it is over 50% relative to traditional games sold revenue structure.
Case in point for behaviour being beyond just whales is the mobile industry gaming where they target various consumers and with success; our family knows of women in their 50s paying for whatever in those games (you can tell I do not play them lol) and they are not what one would deem gamers or whales.
I agree there will be examples of single consumers spending a lot of money, but that is like saying gambling is designed around whales and high stakes when in reality they focus it on all.