In video games, there is a certain currency used to buy equipment, new characters, and power-ups. In many cases, the currency can be earned by playing the game itself or by completing specific tasks within it. However, this currency also causes controversy among players. Many gamers complain that they should not have to invest time into a video game in order to purchase more content for it - especially when said content would normally cost extra money. The developers push back with a variety of arguments:
1) Having a separate economy makes it easier for users who want to pay real-life money for in-game items without unbalancing the gameplay experience
2) Separate economies allow free users and paying subscribers alike to avoid long queues
3) The challenge and reward of obtaining currency is part of the gaming experience itself
There are many advantages to having ties with reputed in-game currency like wow tbc gold, but the most obvious is making it easier for items to be sold quickly. If you're aiming to make purchases with real money, instead of having a lengthy process where players wait for their turn in order to buy what they want, they can just use in-game currency and purchase it instantly. This is an easy way for developers to earn more money.
As long as the items are purchased are all cosmetic, this does not unbalance or affect gameplay at all - users can choose if they want to spend their time on getting in-game currency or just purchase it with real-life money. Another advantage is that if users do not have enough in-game currency when they reach a certain level, they can easily earn more by completing tasks and leveling up. Many gamers complain that if they have to pay real-life money for in-game currency, it unbalances the system as one player can purchase an unfair amount of items while another cannot - this way everyone has the same opportunity to gain currency.
In terms of keeping queues short, in-game currency makes perfect sense: If you buy everything with real-life money, the developers make their money and there's nothing left for them to do; if you buy everything with time (in-game currency), players who don't want to waste their time on staring at loading screens won't be affected and those who do decide to wait will either get impatient or be forced to do other things while they wait.
In terms of challenge, in-game currency strikes a nice balance between making purchases too easy and making them too hard: Users can complete tasks within the game itself to gain currency through leveling up and earning achievements, so it's not too difficult to get items - but if players don't want to invest effort into getting in-game currency, they can always buy it with real-life money.
In conclusion,
In-game currencies like wow tbc gold provide a nice balance between those who want to spend money and those who don't - as well as making purchases easier for both groups. The only issue is how many developers abuse the system by introducing pay-to-win mechanics.