This is how I see the situation. The game cost a lot of money to make and it costs money to maintain servers. The production of a game is not free. EA is a company. Not a good company, but it is a company in the role of making money.
That's basic economics.
Video games are a good with a very elastic demand and they do not compete directly against each other due to their variety enforced by copyright and trademark laws. An elastic demand means that depending on the price, a very different number of customers will purchase the good. Make the game cost $1000, and only rich people will buy it. Make it $60, and both rich and average people who want to play it will buy it. Make it $1 and then even people who don't care about the game will probably buy it, even if it's just to sit on a pile of other unplayed games.
So when the game costs $60, then the guy who'd pay $1000 for it is said to have a surplus of $940. Each customer has some surplus, because if they didn't have one, they wouldn't purchase the good.
Here's a chart people often use in economics to represent that idea:
In order to increase the producer surplus (i.e. the profit), a company may try to sell the same product to different customers at a different price – this moves parts of the horizontal dotted line up and therefore turns customer surplus into producer surplus.
There are various ways to do that:
– regional price differences, the easiest and most obvious one
– giving customers individual offers with different prices (hard to do)
– slight variations of the product with large price differences (so people who want top-of-the-shelf variant of the product pay extra)
– DLC and microtransaction, which is the previous thing, just split into tiny chunks to squeeze every last cent of the surplus from the richest customers, and the small expense of losing microtransaction-averse ones. Here I drew what happens if the demand falls due to shitty microtransactions:
Guess which blue area is larger.