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by adambratt
3359 days ago
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There's a few reasons why they're doing this. My little brother ran one of the top 10 Minecraft servers a couple years ago. On a good day, he'd average 1000 players online during US hours. His server had a bunch of minigames with the most popular ones being a clone of Call of Duty and Star Wars Battlefield in Minecraft. This was monetized on the backend by charging players money for in-game items. It was fairly regular for a player on his server to pay $100+ to have access to an in-game gun or other virtual item he'd created on his server. I won't say how much he was making but it definitely was enough to pay several thousand dollars in monthly server bills and $3-5k/month to Youtubers who would drive traffic to the server. The top 3 servers were pulling well into 7 figures a year each for virtual items that would often disappear or for a kit loadout in a minigame that would be gone the next month. A lot of these guys churned through user bases pretty quickly but it didn't stop the endless flow of 13 year olds with their parents credit card. None of them offered support options and there wasn't really a way to get a refund after you'd spent $100 on a virtual kit on a 3rd party server mod. I think part of the reason Microsoft is doing this is to regulate the number of angry calls they were getting by parents of kids who spent way too much money on servers that Microsoft had no control over. Not to mention this will let them get a scoop of what I'd estimate to be a side income stream of at least $200m/year in revenue through 3rd party servers. |
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This looks to be monetizing client-side content like maps, textures, and skins. Basically just charging for things that have, until now, just been free to download that don't actually change the experience in-game, but just the look and feel of the game.
Source: used to be really involved in the MC community