Instead of simple buy once or pay monthly systems, we now have far more complicated systems where you can pay a variable amount of money for a variable degree of service. It is understandable that there is a certain degree of resistance, because there clearly are games which use the complicated monetization systems to nickel and dime their players, or make them pay far more money than those players would have been willing to pay in a buy once system. But it is becoming increasingly obvious that this is yet another case of resistance is futile: If you refused to buy all games that don't have only buy once or pay monthly monetization, you'd be left with not much choice of games at all. Absolute refusal to play games with variable payment models simply isn't practical any more.
A major reason why resistance failed is that most gamers were never very principled in their resistance. Even the most hardcore gamers flocked to Free2Play games like League of Legends and Hearthstone, or bought and sold in-game currency in EVE Online via PLEX. Game companies never felt they were losing customers by using variable payment systems, and simple economics show that variable payment systems earn companies more money than fixed payment systems. So for gamers it is time to let go of the hypocrisy, posting a refusenik position on various gaming forums and blogs while participating in the system anyway. What we need is a more practical approach to game monetization.
One thing that the panoply of game monetization systems has shown is that there are clearly some systems which are fair and acceptable to most people, and others that feel much more unfair and exploitative. The problem here is that it is nearly impossible to define criteria for fairness that everybody would agree with. That is because complex games often leave room for different player motivations, and different player motivations lead to different attitudes towards different monetization schemes. If I don't play PvP in a MMORPG, I don't care whether you can buy uber PvP gear in the item shop. But if I PvP was the main reason for me to play that game, I would care very much. Thus the only way to approach game monetization systems is to have a set of personal criteria.
For me personally one major criterion is how optional payment is. I like systems like in Hearthstone / Magic Duels where I can get exactly the same cards by playing, and paying is basically just a shortcut to get stuff faster. However there is a fine line there somewhere, as perceived fairness depends on how fast or slow you advance without paying. Recent example: Magic Duels giving 10 gold for a medium difficulty AI match plus 40 gold for a daily quest to buy a 6-card booster for 150 gold felt reasonable to me. Warhammer 40k Deathwatch giving only 6 credits per match to buy a 3-card booster for 100 gold is starting to feel sluggish. Another factor in the same example is that in Magic the cards I buy will be useful as long as I play the game, while in Deathwatch a higher tier card I find in a booster later will make my previous card obsolete.
One example of how personal fairness criteria can vary from person to person is the wide-spread system in mobile games to have some amount of "energy" which limits how long you can play in a session. You then need to either wait for that energy to restore itself slowly over time, or pay for an immediate energy boost. Me, I am totally okay with those systems. I don't mind at all to play a game for half an hour and then close it an do or play something else while I wait for my energy to come back. Other people are far more impatient with regards to this, and find such systems totally unfair and unacceptable.
With regard to content, that is most of the time something I am willing to pay for. In spite of other people's protests, I found the expansion for Guild Wars 2 perfectly reasonably priced (although communication could have been better). I'm okay with the business model of Destiny, and many other games with expansions or DLCs. That is because in those examples like GW2 or Destiny I felt I got a full game for the first payment, and the expansions and DLCs are more content for more money. In other cases I was less happy, because the base game felt far more unfinished, and day zero DLC and annual DLC passes made it look as if I was sold a salami slice by slice.
My recommendation for everybody is to think very hard about what variable payment systems you find acceptable and which not, and then check carefully each game what exactly you are supposed to pay for. There are no simple rules any more where you can boldly state that every Free2Play game is evil, and then sneak off to play League of Legends. I'd rather play a game for free and then see in practice whether what is for sale is fair or exploitative. Both exist, and you need to find out for yourself which is which.