- Critique of the Current Microtransaction Model:
Frequent Charges for Essential Actions: Players are charged for each key action in the game, such as:
- Traveling to new levels
- Mining for essential items
- Catching Illuvials
Constant Expense Tracking: This model forces players to keep track of numerous small payments, which disrupts the game flow and immersion.
The primary revenue streams should be fuel purchases and other in-game sales like cosmetics, and other NFT items.
- Proposed Sales-Based Model with DAO Revenue Generation:
Free Access to Core Resources: Essential resources (e.g., items, crystals, and plants) are available without additional costs/energy use, allowing players to mine freely and focus on exploration.
Revenue through Bundled NFT Sales: Instead of small, frequent charges, introduce optional bundles for in-game items (e.g., "100 Ores for $1). This provides players with affordable options, while the DAO receives a percentage of each sale. It is uncertain if this is currently feasible with NFTs, but highly necessary
Refined Energy System: Energy decreases only when catching Illuvials, eliminating costs for activities like mining resources, so players can freely explore and gather essentials without additional charges
- Broader Justification and Impact:
Enhanced Player Experience: This model shifts the focus to enjoyable gameplay rather than constant financial transactions, which will likely increase player satisfaction and engagement.
Ethical Revenue Generation: By selling bundles gaining DAO-driven revenue with each sale, the game aligns monetization with value, offering useful and enjoyable options for players rather than interruptive micro-purchases.
Positive Industry Impact: Moving away from microtransaction-heavy models—like those seen in games such as Call of Duty: Modern Warfare 2—could set a standard for more player-focused monetization, potentially benefiting the gaming industry as a whole.