I mean, SE also has the delusion that a game selling under 5m units is underperforming when the vast majority of titles out there are probably lucky to break 1m. Runaway profit or no, the questions that need to be asked at the end are if the product they put out is actually good. Sometimes timing works against you. Sometimes your ad campaign is shit. Irresponsible development costs aren't exactly the fault of the consumer, but they can certainly be cited for why sequels get canned.
The usual problems with the industry still exist with adding NFTs on top really doing nothing to solve those. Want players to feel more involved? Endorse mods and related tools for more UGC. Not everything needs to be forced online and/or multiplayer. Don't crunch games. Don't hack products into excessive DLC, gacha, and MTX. Just because some people are dumb/desperate enough to drop fat stacks doesn't mean everyone else benefits, and the fate of online games once they're no longer deemed profitable is a very serious concern, especially within the mobile market. Designing your games so people have to play like RMT just to get anywhere certainly isn't a step in the right direction, either.
The whole "How do you kids, we're hip!" vibe wouldn't be so bad if this wasn't the president of a multi-billion dollar company talking. Tossing anti-environmental activism onto your company bingo card doesn't seem like a winning play.
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