From my experiences, more aggressive monetization through cash shops, does not correlate into the company investing more into the game. I could be wrong, I admit, as I have not done thorough research into the actual data. And half of it is subjective.
Most times the more we see added to cash shops, with cosmetic bundles, paid services, paid conveniences ect, I just dont see the game appearing to have that money reinvested in the game. You do not see an increase in the quality or frequency of updates to a game. That stays relatively the same. You dont see them hiring more staff to better support the game. If anything you see more restructuring and layoffs.
Looking at it from a business perspective, the cash shop items, and even promotions like this, are simply bottom line, low cost, revenue generators for shareholders and budgets.
Looking at WoW specifically, they have not changed their subscription price in 20 years. And if anything, WoW’s bell curve peaked in WoTL, Bottomed out in either BfA or SL, then rose to a plateau level. I am assuming that since they have not increased the price, that the model is still profitable, the costs of everything have done nothing but increased. So in order to give the healthiest financial statement to investors and company leadership, they need to generate more revenue while cutting costs. So, laying off staff, while increasing low cost monetization is what they are going to do.
This is more a statement on the gaming industry as a whole. You have a lot of passionate developers and designers. But, they are beholden to investors and executive boards. The actual people in charge, care nothing for passion projects. They do not care for story or immersion. They honestly, more than likely do not care one tiny bit about any of the actual games. They simply have to make money, and show good, short term quarterly gains.
They do not want long term projects. They do not want large money invested in a new game or IP that is going to take 4-5 years after launch to really turn a profit. They want to pump out games to meet quarterly deadlines. Even if the games are unfinished or buggy. They can patch them later. The need to hit those quarterly sales goals. Which is why you see so many botched and incomplete launch games, that need several months of patches, done by a skeleton crew to fix them.