scientiae: Practically, this means that, the developer who wants to concentrate on the single-player narrative game will find it more and more difficult to compete without microtransactions. The rationale is that this cash is necessary to pay for the talent needed to build the games, because of the scarcity of skilled and experienced developers.
I think you are talking more about the AAA games market.
There are various niches in gaming and not all of them are in direct competition.
A lot of people will play online games and get off the virtualized social element, but not everyone will.
Go tell the creators of Terraria or Factorio that you can't monetize games properly without micro-transactions.
scientiae: As a developer, then, your choice is limited to how and when —— not if —— you will implement them. (See comment by @AB2012
here for evidence of this.)
Seriously, any developer relying on the revenue generated by sales to me will be out of business pretty quickly, since I spend very little.
You do, but some people will still spend a lot to own good games.
I'm not contradicting that you'll probably coax even greater revenue from a minority of addicts, but to go from that to claiming that everyone will see the sheer greatness of the pseudo-social new online era and will want to spend tons of money just to posture themselves against strangers they don't know halfway across the globe, making the local single-player (or intimate multiplayer with a small number of live people playing right beside each other) paradigm completely obselete... that's a bold statement to make.
scientiae: This is not a new idea. Look at how George Lucas surprised Hollywood when he took control of merchandizing rather than fight for a large portion of the movie proceeds with
Star Wars. His fortune was made on all those action figures.
And yet, other people are still deriving their revenue primarily from selling movies.
George Lucas didn't end that trend and make everyone go "Just give us the movie for free and we'll buy the toys ok?"
One does not exclude the other.
scientiae: People are gregarious. They want to imitate, participate and display their allegiance to a particular trend (look at all the repetition on TikTok, where everyone does their own version of a particular dance move, or whatever the current trend is) and purchasing a part of the game they love to play is a natural progression.
And some people like me do not care about that.
scientiae: The hardest part is convincing people who might never do this to take the first step.
Or you know, just stop trying to drive something they don't want down their throat and provide to them what they want.
What a novel idea... not popular in the modern marketing era I know, where creating artificial wants is all the craze.