well, that's what I'm saying. instead of having to buy the game, you just pay for your use of it. no continuing subscription, no $70+ upfront fee, no paid dlc, just logon, insert your (metaphorical) coin, and play a match.
Instead of buying the car, you just pay for your use of it. No maintenance, no car washes, no insurance, use your ride share app, and get to your destination.
I don't think people will accept it, even as a replacement for "F2P" mechanics. The whole reason F2P monetization is the way it is today is obfuscate the cost. Even paying to play a round would be buried under "buy a pack of gems, 20% more free! Each gem is 0.35 and round of gameplay costs 0.5 gems."
Even brick and mortar arcades realized that once they switched to cards instead of coins/tokens, they could use them to hide the credit / $ exchange rate so you don't realize how much you're spending when you're playing. They hide it because customers naturally dislike putting money (that is obviously money) in repeatedly.
Pay-per-run actually isn't uncommon in the crypto game space, but mostly as a justification for having it tied to crypto in the first place. Solution looking for a problem.
Is this a real question?
"Why does it cost money per-ride to take a taxi somewhere, but I don't have to pay per-ride for a trip in my own car?"
"Why do I have to pay hourly at an Internet cafe when I don't have to pay hourly on my own PC?"
People are okay with paying per-ride or per-time because they understand it's in exchange for exclusive access to someone else's resource.
well, that's what I'm saying. instead of having to buy the game, you just pay for your use of it. no continuing subscription, no $70+ upfront fee, no paid dlc, just logon, insert your (metaphorical) coin, and play a match.
Instead of buying the car, you just pay for your use of it. No maintenance, no car washes, no insurance, use your ride share app, and get to your destination.
You will own nothing, and you will be happy.
...as far as AAA gaming is concerned, that ship sailed when they got rid of physical media.
at least this way, you don't get bilked at every turn...
I don't think people will accept it, even as a replacement for "F2P" mechanics. The whole reason F2P monetization is the way it is today is obfuscate the cost. Even paying to play a round would be buried under "buy a pack of gems, 20% more free! Each gem is 0.35 and round of gameplay costs 0.5 gems."
Even brick and mortar arcades realized that once they switched to cards instead of coins/tokens, they could use them to hide the credit / $ exchange rate so you don't realize how much you're spending when you're playing. They hide it because customers naturally dislike putting money (that is obviously money) in repeatedly.
Pay-per-run actually isn't uncommon in the crypto game space, but mostly as a justification for having it tied to crypto in the first place. Solution looking for a problem.
fair, I still think it could work, but it's not like i'm an expert on this stuff or anything.
also, I appreciate you breaking it down, I think I did a poor job of selling what I was saying, and people took it the wrong way because of that.