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I understood what you meant, not sure why you would assume otherwise. My point is that there is no need to invent new business models. Your proposal is similar to “pay with your data”, a new business model that has negative consequences for the collectivity.
In case of these types of games, a flat rate for the game and potentially a pay-per-use without margin to cover hosting (minimal, can be factored in the initial price) and API calls (gMaps) could be an option. Or none of this, and they factor in the cost already in the initial purchase. Either way, to come back to the topic of discussion, asking a one year subscription for a game sold for free (to lure people in) is IMHO predatory behavior with no excuse.
Anyway, tl;dr money already exists and people can pay for that, we don’t need to waste more computing power to find an alternative. The use of crypto incentives the overall crypto market which causes even more people (or companies) to waste energy for nothing.
This feels like a technical approach for a solution to a political problem. We shouldn’t normalize a solution to a predatory approach that companies have, we should regulate so that the approach can’t be taken by companies on the first place, we should foster competition so that those who do are going to be outcompeted etc.
Wasting even more electricity to compute numbers used in an unstable speculative market with no clear future is IMHO a completely wrong approach to the problem.
FWIW, I use it all the time on a dock and have no problems. I used to have HDMI issues, but it turned out it was an old cable (issue=TV connection didn’t work at all). I also had to change controllers as apparently cable controllers drivers can’t work with read-only filesystem. 8bit controllers work without issues. Me and my wife are super happy with it over all.
That said, maybe my standard is pretty low, but I just turn on the thing, open a game and play.
Basically nothing is sold to cover the cost. That’s the basic of how making a profit works. So let’s start from there. Second, when you make a digital product, you invest X and you have no idea how many copies you will sell. It’s much harder to compute the marginal cost compared to a physical item. Videogames are a luxury item, they are by no means necessary. So there is no harm in letting demand and offer regulate the price. If you feel that paying a certain amount is not worth for a game, you don’t pay it, or you wait until the price drops.
Looking at how this started, it’s even more depressing.