Earlier quoted context omitted.
The really interesting thing I see for this is a possible other route for game revenue in the future. Instead of paying up front (traditional) pricing or advertising, or cosmetic (or not so cosmetic) in game purchases, you could have two tiers, free and optimized latency for a cost. Or some combination. Cosmetic in-game purchases aren't necessarily bad, but the amount my son has spent and tries to continue to spend (…
Our customer is the game developer not the player. They are free to pass the cost on to the player if they wish, but I think it’s much more enlightened to simply sponsor your player’s connection and help them have as much fun as possible. When players are having fun, they like your game more, stick around, tell their friends, and spend more in your store.
That's exactly what I was referring to. In this situation, you would be sort of like a transaction processor.
> I think it’s much more enlightened to simply sponsor your player’s connection and help them have as much fun as possible.
I'm not sure I would use "enlightened" to describe anything to do with the majority of games that use microtransactions, at least when it's a constant barrage of "special deals that last for a limited time and you'll only ever be able to get this digital item right now and if you miss out it will never be back."
When aimed at a very young audience, this is anything but enlightened. I don't mind my kids paying for the content they use. I do mind them investing in digital content locked to a single platform that they both don't own, and which becomes useless when they stop playing. At least if they collected cards for a collectible card game in real life, they could look at a collection, pass it on, or sell it.
Basically, I'm advocating for revenue streams that don't require hiring specialists in promoting addictive behavior linked to spending for games where a large part of the audience includes adolescents.