That assumes all consumers are connoisseur gamers who are well-informed about the verious upcoming indie games and not just kids who want to play Battlefront because they like Star Wars.
In other words, this assumes, as the efficient market hypothesis requires, that consumers are perfectly rational and have perfect information about the market. And I hold that, as always, this is not actually the case in the real world.
Moreoever, loot boxes aren't just some random game design feature. They are currently the best way to make money with a game. (And I believe they are well-known to the vast majority of developers). So there are actual economic forces pushing developers to implement loot boxes unless they explicitly reject the idea and have enough resources to do so.
> Obviously if people buy games with loot boxes, they don't oppose them strongly.
This is exactly the circular reasoning I'm talking about in the parent post. If that were the case, then people wouldn't at the same time complain about them so much.