>There is 0 value to things that can be generated with in games like the 'loot' from lootboxes.
But that's false, on its face in fact- there was development and artist time involved in every step of the process, and that time has a value (and an auditable one, at that).
So now that we know what the value is, taking into account that the house can only pay out in those assets, we can in effect determine a maximum profit per asset (as far as the house-player transaction is concerned)- casinos close their doors when the house is no longer able to pay out, and it's no different here.
This is not accurate. Time and resources put into making a product does not guarantee or give it any inherent value. Value of products can absolutely be 0 even if millions are dropped into its creation if there is no demand or simply infinite supply. I don't think there is infinite supply here, just pointing out this argument about value based on development cost is not accurate.
There’s also network effects, companies slight provide some things as a loss leader to other things, so the cost of A doesn’t mean A is all the company needs to charge to remain in business if their model uses A’s profits to support B etc.
But that's false, on its face in fact- there was development and artist time involved in every step of the process, and that time has a value (and an auditable one, at that).
So now that we know what the value is, taking into account that the house can only pay out in those assets, we can in effect determine a maximum profit per asset (as far as the house-player transaction is concerned)- casinos close their doors when the house is no longer able to pay out, and it's no different here.