This just woundn't work unfortuantly. It's a known fact that the large majorirty of the player base will not spend any money. This has the knock-on effect that the whales have to be squeezed in order for the game to turn a profit.
People underestmate the UA costs on these games. It can cost >$10 to get a single player into the game through advertising. So right off the bat you need to make $10 back per player to make a profit. Say 95% dont spend anything, so then you need $200 off each paying player to cover the costs of acquiring everyone else. Thats why this situation has evolved and why the games build themselves around the whales.
Of course games do get some players for free via app store discovery but predonminatly it's through advertising.
Killing UA business model would not be that bad. Protecting big business should not be the goal in itself.
We don't know what kind of games would replace these malevolent business models. We might get new kind of games and companies. Maybe less flashy, but more fun to play and better game mechanics.
If it doesn't work then this model would simply disappear. Not a bad thing either for gaming.
In the Netherlands there's already laws around this kind of business model, requiring the company to specify win chances and other things. The publisher has decided not to release Diablo immortal there for this reason.
If more countries follow suit they'll have no option but to just go back to regular business models.
People underestmate the UA costs on these games. It can cost >$10 to get a single player into the game through advertising. So right off the bat you need to make $10 back per player to make a profit. Say 95% dont spend anything, so then you need $200 off each paying player to cover the costs of acquiring everyone else. Thats why this situation has evolved and why the games build themselves around the whales.
Of course games do get some players for free via app store discovery but predonminatly it's through advertising.