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Remember when NFTs sold for millions of dollars? 95% of the digital collectibles are now probably worthless.
(markets.businessinsider.com)
This is a most excellent place for technology news and articles.
Definitely less than it would be from having a game which they can keep playing, and getting that content permanently.
Is the enjoyment of getting a single instance of a single character, sometimes not even having full access of their abilities, worth as much as an entire other game? Maybe even a console or more, as the price surpasses hundreds of dollars? Not to mention any other practical things that they could use that money for.
However much one might argue that value is subjective, what isn't subjective are the conditioning tactics being used. Habit-forming mission and reward structures, content being put in gambling formats to incentive compulsive spending. The fact that the game is bound to private servers is itself generally only done to enable monetization, and even more cynically, to force players to move to the next thing once that one ceases being sufficiently profitable.
I see enough people ultimately regretting how much they spent to question if they ever got that value out of it.
I don't disagree, there is a lot of shady shit going on, but the state of gaming is what you're describing. I'm having a lot of fun with BF2042, but it's a live service game with servers provided by EA. It will get shut down, which is retarded, but I'm still enjoying it while I can.
There are of course exceptions, like Baldur's Gate, but overall, not a good vibe unfortunately
For all my criticism, I do enjoy some live service games too, but I'm of the opinion that any live service game would have been better off without those conditioning tactics, without a balance marred by Pay2Win and power creep, and if it was hostable by any player. Not all them are fundamentally bad, but they are made worse by these elements.
But unfortunately, games keep being made that way because it's more profitable.