There are a lot of different ways to handle microtransactions:
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* Bastardly: Sell consumables, and create social pressure to consume them. -- Make a multiplayer game where health potions cost real money, and where all are punished for the failure of one. When a player runs out of potions, the rest of the team can get pissed at them and players will be shamed into giving you money.
You're going to want to add this to one of your flagship titles. Like Dragon Age: Inquisition. Sure, BioWare is famously a single-player developer and it's not something fans have been asking for, but you can shoehorn multiplayer into anything these days. You made Plants vs. Zombies into an online shooter, for crying out loud.
The first thing to do is make sure you enforce a fixed party size. Sure, lots of co-op games like Borderlands and Diablo can auto-adjust their combat to accommodate different party sizes on the fly, and even the primitive tabletop games of yesteryear contained the simple logic required to make encounters match the players, but small, intimate games between friends aren't going to create the kind of hostile alienation you're looking for.
What you do is make it so that players have a persistent collection of potions. Don't refill them between games. If the player wants more potions, then they can either sacrifice in-game money to buy them (thus delaying the upgrades they've been saving for) or they can pay you real money. Just think of it: You can sell virtual health potions for actual dollars. Charge $3 for a case of five, which is an awkward enough figure that players probably won't bother to do the math to realize they're paying 60 cents for each health potion.
Charging for potions isn't enough, though. You need to create social pressure to use them. So what you do is you punish the entire team when one player dies. I mean, technically it's already a punishment to be playing a four-person dungeon with only three people, but you need to twist the knife a little. So if one player dies, all the monsters will gain power. For no reason. You don't need to justify it. It's a video game. They just do.
This means that one player going down can easily lead to a party wipe. If anyone else drank any potions earlier, they will now be pissed off because they spent money (potions) on this venture without reaching the payoff at the end. So now when a player is low on health they have to make the snap judgement: Do they quickly drink one of their potions, or do they risk ruining the game for everyone?
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The beautiful thing is, you now have an incentive to not bother balancing the game. Throw in random difficulty spikes, hide mechanics from the player, or make bosses unfair. It doesn't matter. It just makes the game more profitable