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That's why I wrote, "then set it up so that "downloader pays" for bandwidth, plus a small royalty for the creator. As a downloader, I get to set up rate limits, etc, to not accidentally spend more than I want to, etc." So, I set up a server. You put $10 in your Minecraft account. You load up my world, say 96 chunks at first. 1.15 MB of data. Let's say you fly around long enough to load 1 GB of my world. That's a crap-ton of flying around, by the way. You pay me $0.10. $0.09 of that goes to my AWS/Azure egress, and the final $0.01 goes towards the AWS/Azrue storage and my own royalty. That's right - I actually get paid for making a world that you wanted to visit. Imagine that. Maybe I can't even get that money back out of Minecraft's walled garden. Maybe I can only use that to fly around other people's world, or to buy Minecoins that I can use to purchase mod packs and stuff, to make even more interesting worlds, to attract more players. Seems like a nice economy, to me. |
Minecraft worlds aren't static. Will you be billed to download updated chunks too?
Also what happens if you don't put money into your Minecraft account? Can you still play with others?
> Seems like a nice economy, to me.
On paper, sure. In reality there are only going to be relatively few maps people might actually want to explore. The rest are going to be 99.9999% Minecraft procedural generation with a few player built houses around. And no, I don't think a tiny cut would change that. You're more likely to see people set up servers with that map which are pay to access, have item shops, donations, etc. which actually can rake in a decent amount of money.