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.
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.