@icedquinn
>expansions broke down into DLCs because it was easier to develop and release small DLC packages, then an expansion. Especially considering the bar for what is an expansion was always pretty high, while DLC didn't have that bar to reach. And for the user it gives the illusion of more content, cause it constantly trickles out.
>removal of LAN happened because of centralized anti-cheat systems and servers became popular and easy to use. And on the developer side, because the centralized server was good enough, they didn't want to spend extra time to include local server capabilities in their games.
>cash shops & pay to win were a lost battle from the start, because of the whales trained through mobile games. But for better or worse, at least in the cosmetic department, it gives more choice to the user, and there are more than enough people that are not bothered by this inclusion.
All in all, previous such battles usually provided something of value to both parties, both publisher and buyer. I'm not sure NFT can do that.
Let's say you buy an NFT item for a WoW clone game. What does it being NFT provide? If the publisher wants you to be able to resell items, they can let you do that without NFT. If the publisher wants you to be able to use your items in other games of theirs, they still can let you do that if they want, even without NFT.
Maybe they'll figure something out eventually, to make NFT technology useful, but any implementation idea I've currently heard of can be done it.
Also, the reason the backlash is so much stronger this time is because anyone with a brain can see that NFTs are basically money laundry.
@icedquinn
Just because a corporation makes something out of greed, doesn't mean it can't be something useful or desirable to the consumer.
If making things red is desirable enough to the consumer, and paying $5 is the only way to do it, he will pay the price.
But so far publishers haven't managed to make SHA256 useful or desirable to consumers, so all that's left for now is the greed.