Arguably, that model is already dying in favor of what Adobe already does: Maximum extraction from everyone who doesn't have price sensitivity and scraps for everyone else.
Magic The Gathering for is releasing a set with 60 random non-tournament legal cards for $1000, while thinning supply for their previously most popular product (Draft boosters) in favor of more "premium" products with eye-watering prices.
Overwatch 2 has moved on to charging $20+ for their skins and limits essentially all progression to a non-randomized Battlepass that requires you to turn the game into your second job to complete. In OW1, loot boxes were awarded regularly and contained enough currency that a few hours of play could get you any of the now $20 skins.
Mobile games figured out that the top 1% of consumers of entertainment media can pay for the bulk of it if you just ask for prices asinine enough. I guess we'll see if barring the other 99% from all optional content will lead to dives in player populations.
Magic The Gathering for is releasing a set with 60 random non-tournament legal cards for $1000, while thinning supply for their previously most popular product (Draft boosters) in favor of more "premium" products with eye-watering prices.
Overwatch 2 has moved on to charging $20+ for their skins and limits essentially all progression to a non-randomized Battlepass that requires you to turn the game into your second job to complete. In OW1, loot boxes were awarded regularly and contained enough currency that a few hours of play could get you any of the now $20 skins.
Mobile games figured out that the top 1% of consumers of entertainment media can pay for the bulk of it if you just ask for prices asinine enough. I guess we'll see if barring the other 99% from all optional content will lead to dives in player populations.