the above post is a well thought out and considered viewpoint which raises some valid points. However;
currently we are looking at from the veiwpoint of having purchased GTA 5 and looking to move onto online play. What happens in 6 months time when no-one is buying GTA 5 anymore? does that mean the input of online players is now restricted? probably.
or have R* got a bigger picture in mind and are building a move towards opening the online game up to a DLC for those that dont even own GTA5? if so, how do they get any profit from that? Answer, the same as every other free to play online game, with ingame purchases. Lets remember that R* is hugely succesfull global business. They do this to make money, not to provide a public service to entertain us.
Personally i see GTAO being opened up to everyone within a year. Those with GTA 5 have had a head start and thats the 'perk' you get for guying the single player copy.
I think when we take into consideration how much of the initial game is actually online, with 7 times more missions, properties, enter-able shops/heists and a boatload of extras. To say that purchasing 5 and getting online from the get go is just a perk is a little short, everything we are getting is rightfully deserved in my eyes. So any initial dismissals of such micro transactions are quite validated.
As for the progressive future of the game I feel other games have demonstrated it can be handled in a better way than the currency route. Take DotA 2 for example, a game that has beautifully displayed that you can give everyone what they need for free and survive simply on cosmetic and quality of life purchases alone. This leads me to believe that such things as currency for cash in GTA, a game that has far more potential for long term micro transactions is wrong.
-Initial price for those entering without a GTA game to play on, as opposed to free to play. This gives incentive for new comers to buy an existing GTA product, as well as the cheaper alternative for those not interested in the story to get involved.
-Cars for DLC, plenty of players would pay money for special cars if the work was put in to make them worthwhile. Several games have demonstrated this.
-Clothes/hairstyles/decorations for your ingame house. All of these are things players will consistently buy over the years and have zero impact on the actual game and it's economy.
-DLC with new zones and missions. Above all this provides players with quality content for their money and is something that both generates money for the company and substance for the game. All of which keeps people playing longer which over time keeps people buying the previous micro transactions.
There is just so much they can do DLC wise that doesn't impact gameplay that can generate cash flow to keep the company going. So much that to me having any currency purchase is just greed and poor yet intentional game design.