Earlier quoted context omitted.
These prominent open source companies that you're taking about make money from consulting or cloud services. There's no well understood and well rested way to do that as a game company. It doesn't mean that there's no such way, but it does mean that attempting to find it is very risky. Making games is already a very high-risk, high-reward industry, do adding this amount of risk to the equation is advice that's insane…
A multiplayer game is just like any other cloud service in terms of economics. And a game that allows a certain degree of customization is analogous to a consultancy. Find the pain points your business customers/partners are having and then charge for solutions. If you don't have any business customers/partners then get some, not having them is a much bigger risk than choosing any specific development model. One of t…
No, it's not - this is an absurd statement. Cloud services get most of their income from big and medium companies, billing tens and thousands of dollars in privately negotiated agreements. Digital Ocean and AWS don't live on single developers paying them $5. All their real money is on B2B.
Multiplayer games either get a flat subscription from all their playerbase, or rely on micropayments. Either way, they spend much less on account management where they interact with customers as individuals, and much more on analytics, where they measure and work with their customers in aggregate. These are completely different business models, that completely shape companies that operate on them.
> Find the pain points your business customers/partners are having and then charge for solutions.
Games are not solving any problems - they are entiertainment product. I've seen people who have tried to reason about games in the terms you're using, and it always yelded hillarious (but also sad) results.