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Home»Blockchain»Vague patch notes: No, crypto and blockchain are not a monetization experience for MMOs
Blockchain

Vague patch notes: No, crypto and blockchain are not a monetization experience for MMOs

October 17, 2025No Comments
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You can't get rid of the stench.

I’m really happy that over the past couple of years, the time I spent understanding how cryptocurrencies and related concepts work has become more and more useless. This thing has always been horrible, so it’s nice to see that the complete inability of the Web3 crowd to get anything off the ground in any real way has gradually eroded trust until all that’s left is a small army of bag holders always patting themselves on the back and trying to tell everyone that yes, any day now your worthless receipt for a JPG will be worth a lot of money right before you try to sell that receipt to get out of this spiral.

But there are still people who for some reason are gullible towards this technology and consider the very concept of crypto and blockchain as some kind of experiment in terms of monetization, which is not true. These are in no way new experiences; they are, at best, destructive ways of repackaging old forms of monetization and, at worst, an ever-worse spiral of discord.

Let’s start with the very basic problem of how online games are monetized. Currently, the vast majority of online games are free. Another slice is buy-to-play and a much smaller portion is subscription-based, and some of the free-to-play or buy-to-play games offer subscription as an offer. But in all of these cases, the fundamental element of the economics in all of the pieces is that money flows from the player to the developer, and the developer uses that money to continue making the game and keep it up and running.

None of this is any different for games that use blockchain, of course, because why would they? If you spend $X to make a video game, you expect to get paid X+Y because otherwise you haven’t done any work; you operated a charity. Which means that from the very beginning, blockchain gaming is engaged in something of a scam, because the main selling point is that you are supposed to be able to make money from these games.

One could argue that this isn’t the case, but if you think about it, there’s nothing else. Obviously, you don’t need blockchain to make free-to-play a successful business model. You don’t even need it for any existing business model. THE only The possible selling point of using this technology is to build on the idea that players own parts of the game that they can sell.

This is of course a lie.

No.

You might say that I can’t categorically say it’s a lie in all cases, but I can actually say it’s a lie. You don’t have immutable ownership of game assets even though each game doodad is an NFT that you get when you loot it. The true owners of the game can, at any time, remove it from the game. They can’t remove the NFT from the blockchain, of course, but they don’t need to. They can simply remove the item or make it impossible to sell or any number of things. Just like in one out of two game, owners have ultimate veto power over anything they don’t want in their games.

But let’s even take the scam literally. All right. So the point here is that you own part of the game and you can sell it to other players. Consider for a moment that once again, for the game to work and be profitable, money must flow to the developer. In other words, developers will go bankrupt and close their doors if all the money simply changes hands between players; it must flow towards them.

There are of course many ways to ensure this happens. If you expect an average resale price of $10, for example, a monthly subscription that allows players a chance to get between 1 and 4 sellable items for $15 strikes a fair balance. Most players won’t make any money, a few will make a lot, but for the most part the majority of money flows in the direction of the developers rather than among the players.

However, this poses two major problems. The first is that it leads immediately to the industrialization of the game. Guild Wars 2 At first, the diamond store incentivized players to maximize their gold rewards because what mattered most was getting more diamonds, but it fixed the problem pretty quickly because this kind of game and the emphasis on industrialization of the game is a bad thing. It’s just a cruise control for this specific problem.

If people are primarily interacting with your game to make money, then they will maximize their efforts to get as much money as possible with as little effort as possible. Enticing players to play your game as a means of payment is essentially asking gold producers to take control of your game, which any serious MMO considers a problem to be solved.

But the second problem is even worse because it requires the presence of a resale market which is the very reason for your game’s existence.

baaaad

Again, remember that none of what is offered is in any way new or unique, unless you accept the idea that these items can be resold. Everything else technology can do is easily replicated in other ways that don’t require it. MMORPGs and their players have literally been doing this for almost three decades. In other words, instead of looking at a drop as something you might want because it looks neat or because it’s fun, you look at each drop through the lens of resale…and that has its own problems.

For example, imagine that you receive a very beautiful sword that falls and you want to sell it for real money. Without taking this into account Diablo III I tried that and then backed out because people hated it, you’re still in a scenario where that drop is only exciting as a potential salary. But the person buying it probably doesn’t consider it a cool sword either, because they’re here for the same reason you are. Your game isn’t a place where a group of people play a game they find fun; it’s a place where people try to sell parts of a game to other people who are also looking to resell parts of the game.

So when is the point when someone buys these things for their inherent value? This is not the case. And therein lies the problem. When your game’s only selling point is the potential financial return, you’re only going to attract the audience that engages with your game. as a vessel of financial return.

None of this is a new approach to monetization or any type of experiment. It’s about thousands of player-run bazaars, like you see in countless largely empty calcified MMOs, except instead of selling items that no one will ever buy for in-game currency, it’s about selling items for real money that will never materialize. He is given a bill of goods for something that is ultimately worthless.

If you think this is a new monetization experience, I can give you some access codes for games that are no longer active and you can try to resell them. Have fun.

Sometimes you know exactly what’s happening in the MMO genre, and sometimes all you have are vague patch notes informing you that something, somewhere, has probably been changed. Senior journalist Eliot Lefebvre likes to analyze these kinds of notes as well as vague elements of the genre as a whole. The power of this analysis can be adjusted in certain circumstances.



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