Like it or not this is an issue with any game that plays by the private server model, how do server owners pay for their expenses?
For some peoples with good jobs, the cost for SM servers is pretty low.
If a group of friends or very active players share the cost it is pretty low too (at least for SM offers).
What are the ethical concerns in server owners giving players, and children in particular, (I suspect children don't play much starmade, but there is always a concern) credits for real money?
Children should learn how to manage their money.
That is the job parents have to do.
For example X% Dollar/Euro for real-life stuff (and things you can keep) and Y% for internet-stuff (or running costs).
How do you keep pay to win servers from becoming the servers with the best performance and the most money?
If some company can get customers for offering a better server (performance/money-wise), they will do.
Since the game itself is available for no money, there are no restrictions to install it on another server.
This issue arises more in combination with
- license-costs or legal issues
- not being able to access the game's source
- incompatibility with all but special servers (+ no manuals on how make your server combatible)
Should server owners be able to restrict, for example, custom skins unless players are donors?
Maybe not all custom skins. But perhaps give donators 1 or 2 more skin-slots once you can skin your crew.
I think graphic gimmicks are the most ethically correct choice where to limit non-donators if it is not too excessive.
* As long as it does not promotes a group over others in terms of social contacts, etc.
If credit perks are capped at a monthly amount, making a sort of "soft subscription" model is that pay to win?
If you can get the same by playing, it is not pay-to-win.
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And even if that is, is it an acceptable amount?
Maybe allow players to instantly win some quest, but only 3 times a day for each day where they played less than 2 hours.
- With this, players playing 24/7 could not buy any advantage.
What games do monetization right and what can we learn from them, and what games do it wrong and what pitfalls can we avoid?
Just click the ad above this thread and you will see which game makes it wrong.
- It says "The newest game from Korea/Japan/...", shows beautiful-sexy pictures and have 100 different ads leading to the very same game.
- Then it let peoples buy something ingame and later release some update which makes that underpowered...
- They have no "Do you really want to purchase this? You will lose diamonds (for which you paid money)" or similar dialogue.
- They have "It costs 100 gold (if you don't have gold, it will AUTOMATICALLY purchased with diamonds)" stuff.