The old “it sucks now, so itll suck forever”.
What sucks is the hundreds of billions poured into assets in games, which are then not truly owned by the purchaser who bought them. Can’t be re-sold, profited on, and just disappear into your own personal collection.
Anyone remember when it took 30 or so seconds to connect to the internet, and you had to listen to that stupid dial-up tone. It’s a shame that never got better…
Edit: I wanted to add to this. The current gaming model only incentives trying to rid people of as much cash as they possibly can, without really providing a better service. I make a skin, I try to offload it to as many people as possible.
The web3 gaming space is suppose to incentivise both players and developers to have an active interest in the games quality. Most of the models will involve trading of assets, which developers get a royalty from EVERY transaction This brings back the novel concept of requiring the game to be good in order to make money beyond the initial release date. We have seen Battlefield 2042 collapse, MW2 have a rocky start, Cyberpunk 2077 all rushed out, all with major flaws, which then kills player bases. If these games relied on players not only playing once, but continually being invested into the game, this would incentivise both developers, but mostly publishers, away from rushing out titles.
Transactions are key, which is driven by engagement, with blockchain/web3/NFT based gaming bringing that power back into players hands. This is a good thing.
My favorite example is World of Warcraft. It is not a web3 game, but the subscription model incentivises developers and publishers to continually make the game better, or they lose income. It is Now imagine that game where rare items/assets are able to be traded between players. The natural momentum of games just being good keeps developers wanting to make the best decision for the playerbase, not their pockets. Can anyone else name a more popular game that is 18 years old?
There are complexities with web3 for sure, but there were also much more complex issues when the web first tried to move into everyone’s home 30 years ago.

















