If he is, then he deserves all the flak. If he's simply talking about having a market fit so your game sells at all, then IMO that's just talking about the viability of the game as a product - and in this case it's just about whether making the game makes financial sense, not whether you can juice the customer for more money.
I think we can guess where his intentions lay
Original article: https://www.pocketgamer.biz/interview/79190/unity-ironsource...
Edit: I say this because I don't understand how it's not clear that he's driving for monetization in every game.
Is is "making sure the game is at all commercially viable so I can afford to keep myself alive and well fed", or "making sure that every drop of money is juiced from the customer".
Without a clear statement that he meant the latter, I decided to give him some benefit of doubt unless I have additional context (I never heard of the guy before).
Making a game that can pay for itself doesn’t really need to trick people into it. Look at stardew valley for instance, or factorio, or minecraft
You picked basically the most addictive game in existence that uses every trick in the book as your shining example. Minecraft just hides it well.
Using the term “compulsion” to describe it instead comes from a certain mindset that I believe is centered around making skimmer boxes
yes, because teams typically undertake complex, expensive, and difficult projects for charity with no intention of being paid or making any financial gain
"You are really not that price sensitive at that time"
Come on, that's clearly not what he's saying in that quote. I don't like microtransactions either, but it makes your position weaker to get hyperbolic.
He's saying you have to include monetisation when planning for your game, rather than pretending it doesn't exist. To me this seems so obviously true that it's almost a product design axiom, let alone a priority for businesses. The question is how it should be done, and how well it will be done, which he says nothing about in that quote.
What's wrong about monetizing your game by, I don't know, selling copies of it?
This is the reason I completely avoid F2P games to begin with. I can't deny it's financially very lucrative though.