Aye, this sort of thing is a running joke in the gaming community.
The classic example is Call of Duty: Modern Warfare 2, which had calls for boycotts prior to its release. Guess what those same people bought and played when the game released?
It did work with EA's Battlefront 2 right? EA's stock value went down. Then sales of Battlefront2 wasn't as good as expected. Then there's now the hot topic of lootboxes being illegal.
We'll need to exactly define and agree what it is to be achieve tho. In my view, I think the point has been made and have been heard successfully and have caused the desired punch in the face.
I'd argue that ballooned beyond "internet outrage" though; a lot of parents started seeing the loot boxes as slot machines. That gave the issue its "Is it legal?" and "PROTECT THE CHILDREN" angles.
Honestly, people probably don't give enough credit to the MW2 "boycott"; it showed kids that they could organize if the company's practices got out of hand. I think the MW2 and BF2 issues were really part of a longer trend towards dark patterns in video games, and it took time for people in positions of authority to realize how serious the situation could become if they continued down the path they were on.
Governments getting involved with anti-gambling regulation might be significant enough to stop some practices.
But I work adjacent to some video game industry business strategy folks... and I can say that the various EA/microtransaction/season pass/pay2win boycotts haven't convinced anyone that those are the wrong way to go.
People in the industry are generally convinced that the golden goose is getting people to pay more than full price and now there are just footnote conversations about "can we get away this"
The classic example is Call of Duty: Modern Warfare 2, which had calls for boycotts prior to its release. Guess what those same people bought and played when the game released?
http://i0.kym-cdn.com/photos/images/newsfeed/000/973/082/6e0...