You can argue that all you want.
But ultimately 343 Industries being a subsidiary of Microsoft doesn’t mean that they are outside the bounds of the rules of economics.
Point is, Halo Infinite has an estimated budget of $500,000,000.
That is the cost of production, marketing, and a few other things.
Halo Infinite went through 4 builds before the company decided to go with the version of Halo Infinite we have right now back in 2019. So all the other small teams making the other builds had to drop what they were doing and join the build-team that was decided upon.
This probably led to some people leaving the company as their project wasn’t chosen to be the final version.
The Pandemic certainly didn’t help with production time-quotas.
And all this eventually leads to Halo Infinite being released with the game being only about 1/8 complete, the servers being a hot mess, and the fans upset.
It does indeed matter that Microsoft owns 343 Industries, though not in the way you perceive it.
Yes, they were given a massive budget to work with.
Which is a double-edged sword.
Sure they were given around $500,000,000 to produce a game.
But that also means that they have to REPAY that $500,000,000 to those that gave the money to them PLUS profit interest as companies do not desire to make deficits on projects.
Microsoft sunk $500,000,000 into Halo Infinite with the hopes that it would net a profit. Which means that within a certain fiscal period, they expect what I could only assume would be the bare minimum of a profit margin which is typically 20% of the budget total in order to declare their business decision a success.
So.
That means that 343 would have to make more than $500,000,000 within this fiscal period. Perhaps it is an two year contract?
And their quota would possibly mean that they have a goal to make a 20% increase of that budget to bring in profits and not lose their jobs for wasting company time and a LOT of money.
So that leads to the profit goal being $600 MILLION.
Now.
Halo Infinite does not have the most players.
Player count has been diminishing for a few reasons. Incomplete story experience, lack of multiplayer content, server issues, cosmetics being mostly unobtainable unless you have a wallet, etc.
But which Halo game DOES have the most players?
Halo MCC.
Out of all the currently supported Halo titles, Halo MCC is the only one devoid of Microtransactions; which is honestly surprising considering the amount of development work made for MCC since 2019 with those 8 Seasons of absolutely FREE content.
Now.
You have to pay back your company owners more than $500,000,000
How are you going to scrounge up that money within a given deadline that is likely half over?
The majority of your consumers are spending their time on a platform that has no Digital Market.
So.
The smart move would be to move the market there.
Ergo, Halo MCC receives Microtransactions.
Now. Are they going to monetize Forge?
Considering that Forge was only monetized as Halo 5: Forge on the PC and nowhere else, considering that Halo 4’s only Forge DLC is a free map package; I would have to say that no, they are not monetizing Forge.
That is the beauty of Microtransactions.
As they allow you to provide content updates that a decade ago would’ve been a DLC Pack.
Without REQ Packs, Halo 5’s eleven DLC updates wouldn’t have been free-content-updates.
Without R6 Credits, R6 Siege’s Seasons would’ve likely had players require a DLC Pack to purchase both the new Operators and the new map in the early days.
The only issue with MTX is the fact that they sometimes get abused.
Lootboxes providing duplicate cosmetics even though you possess less than 5% of the cosmetics in the game.
Fortnite and Infinite selling you half a peanut for around $20 because they choose to have a rarity system for some reason.