Real currency resale markets obviously come with a cost to the publishers, who are the original sellers of the good. However, they also have upsides to the publishers and players.
Magic the gathering is a good example because they have two online versions with different approaches.
In Magic The Gathering Online, you can transfer your digital goods. This means there are all kinds of 3rd parties making the ecosystem more efficient. You can buy and sell cards for real cash on dozens of websites, and you can even pay cash to rent expensive cards from bots. All in game purchases are also done in a tradable currency, so in theory, you could play the game without spending a penny with the publisher, but the publisher is still the origin of all consumable game currency.
The publisher also has a 2nd generation online platform, Magic the Gathering Arena. This version has no transferable assets and no financial ecosystem. They capture every penny, but miss out on users who want a financial exit option, and a ton of free publicity and events hosted by businesses operating in the MTGO ecosystem.
I think this is one of the better examples because Magic is already a collectables card game. That said, similar ecosystems have existed in games like eve online, Diablo, ect...
As with most things, I wonder what the value add is from Crypto, but perhaps it is there. I know some games have struggled with duplication and fake goods, which is particularly problematic when people are paying real cash for them. Perhaps crypto can address this issue