I will fully admit that I have only the faintest idea of how modern multiplayer games work, but I agree from my understanding that the old business model of selling a complete game once seems ill suited to that style of game.
(Although, counterexample: Mojang made a fortune out of selling Minecraft, a complete multiplayer game, where you host your own servers, with no paid DLC or hidden catches, but then later came out with the Realms thing where they had optional paid server infrastructure. That's a thing you can do. Not sure how it panned out.)
That being said, my point was that there are still plenty of companies, such as Nintendo, successfully operating in the traditional way without facing much hostility for daring to sell a complete, polished, mostly bug-free product for money.
Therefore I think it is inaccurate to state that "every way to monetize a game will be interpreted with hostility" like the grandparent did.
to be clear, I'm not saying it's totally not viable to just release a good game and charge for it upfront. there is a small number of studios/publishers who have such good brand recognition (or just consistently ship really good games) that they can actually make money this way. it can still work well for games with little ongoing maintenance cost from established companies making AAA titles or indie devs who don't have the same upfront costs.
all I'm saying is that there are other "game-as-a-service" models that can align incentives well between players and devs for ongoing projects without necessarily being abusive.
GGP is sort of right though. gamers are a notoriously difficult group of customers to please, and they don't really have a way to understand the business or technical constraints faced by the makers of their favorite games. the worst of them will be uncharitable and hostile, no matter what you do.
(Although, counterexample: Mojang made a fortune out of selling Minecraft, a complete multiplayer game, where you host your own servers, with no paid DLC or hidden catches, but then later came out with the Realms thing where they had optional paid server infrastructure. That's a thing you can do. Not sure how it panned out.)
That being said, my point was that there are still plenty of companies, such as Nintendo, successfully operating in the traditional way without facing much hostility for daring to sell a complete, polished, mostly bug-free product for money.
Therefore I think it is inaccurate to state that "every way to monetize a game will be interpreted with hostility" like the grandparent did.