What’s a typical player experience of D2, starting from the beginning?
As a new player, you drop $50 or so on your new game, pick a class and get going. Your first alt is trial and error, so you read up a bit about how to gear and allocate skills and over the course of a few casual weeks play, work your way through hell, feeling a big sense of achievement with the first kill of each act boss.
After that, if you’re still interested, you want to start MFing for better gear and equipment and get some pretty good celebrations with the first Skullders, the first Shako but the forums are talking about higher quality runewords and by this stage, if you’re lucky; maybe you have an Ist or a Vex but probably nothing much better. So you start trading.
At that point, you realise you have nothing much anyone is interested in buying and most of the things you found that gave you so much progress are basically worthless as trade items. The only currency you have is runes and you need those to make the items you dream of getting.
Lets also assume that like most players, you started on battlenet, because that was just the easiest thing to do when you downloaded the game.
You figure that you’ve got good value for the couple of hundred hours play you have had so far; but for the game to continue to be fun, your gear needs a leg up and having spent a couple of hundred hours so far, that leg up - the runes for an Enigma, a Grief or whatever it is - are not likely to come about any time soon.
But, for an investment which is a small fraction of the price of the game itself and in the expectation of more enjoyment for another couple of hundred hours gameplay - what is the next logical step?
Now blizzard themselves realised the answer to this in early D3, so it isn’t exactly contentious or against their principles. Just that their implentation was dreadful. In original D3, the drops were very much like D2 still is - great items were really rare. Legit human players were very unlikely to come across BiS items because obtaining any quantity of those BiS items required either a massive amount of luck or a massive amount of time invested. In other words, an open invitation to automate the gameplaying process with bots.
In my view, it would have been more honest to simply sell the BiS items from Blizzard directly to the player base, but doing that would have removed all pretence that D3 was anything more than a Pay to Win.
So I think it is pretty clear why RMT sites are successful and a logical consequence of the game in its current form.
Equally popular games like Skyrim retain massive player interest, a massive modding community and provide the best items in the game pretty much guaranteed. Which shows that the popularity and longevity of a game need not be linked to the scarcity of BiS items.
Another activity that provides random rewards for time invested is gambling. And gamblers who consistently lose their stake (which in the case of D2 - is only really time) bemoan their luck. Those who haven’t won the jackpot (BER runes, mostly) but have played for a while wonder when they are ever going to get lucky.
To me, the status quo is by design rather than chance.