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by slg
1639 days ago
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> How do you create scarcity in a digital infinitely copyable world Your premise rests on this question. My counter is what is the value in creating scarcity beyond just trying to make money? Your examples are about people investing in money and not losing those assets. Your experience example is not really digital scarcity if I understand your hypothetical correctly. It is about a real physical scarcity, the number of people who will be let into the experience, being represented in a digital world. There is no new innovation there. To me the idea of creating scarcity out of something that is not scarce is done for one and only one reason, for a financial benefit. |
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Gameplay balancing.
We've crossed a very blurred line of gaming, role play, and real life. Whos to say which is which anymore.
I dont think profitability and production of gaming are mutually exclusive. Why cant game creators also make money for their work?