> Currency is a resource
by ignoring the context of the comment you replied to, and the rest of your comment just builds upon that.
Currency in this context is not just a resource, it's specifically resources tied into a system of microtransactions.
So that includes currency you buy directly with money and currency that is accepted alongside purchasable currency. Having Rubies, Emeralds, and Gold as three different currencies obviously doesn't mean anything special in isolation. Why would having X resource types in a game be special or predatory in isolation?
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What makes it predatory is when only Rubies and Gold can be purchased with money, and some items can be purchased with Emeralds or Rubies, and the pricing for Rubies and Gold are different... the end result is muddying the actual costs of items, and making it more difficult for players to only spend once.
The main MO behind systems like that is to make one currency more important at the start, for example, by letting it get you ahead on core mechanics. Then in the later game having content like skins and characters be locked behind another currency which you're now encouraged to buy having naturally accumulated enough of the first currency through gameplay.