Fun anecdote. The PAL version of Digimon World 1 had a serious bug that prevented your progress to recruit Ogremon, which you needed to recruit Shellmon, which you needed to recruit a bunch of late game digimons, and made your access to several areas extremely harder. A 100% completion was impossible. It was still such a neat game tho.
If you donate money to develop a vaccine against something, much of that money will go towards the salaries of researchers to pay for their work. Some of them may buy sex dolls, dildos, satisfyers or chastity belts with some of that money, because they have rightfully earned it, and the money you paid was still used to develop that vaccine.
A developer tells this anecdote from a project from the PS2 era. They showed a pretty late build of the game to their publisher, very few weeks before the game had to be ready to begin the distribution process, and the FPS appeared at a corner of the screen, never quite falling below 30FPS, but often making important jumps. The people from the publishing company said that “Everything about the game looks fine, except for the FPS. 30 FPS is unacceptable, and we cannot publish it if you can’t reach a consistent 60 FPS”.
You don’t need to know much about development to understand that making such a demand weeks before the launch of a medium-sized project is asking the impossible, and so did this dev team. In the end, they changed the function that took the real calculation of the FPS so that it returned a fraction of the difference between 60 and the real FPS, so the next time the publisher took a look at the game, the FPS counter would always show a value between 58 and 60, even though they didn’t have the time to really optimize the game. The publisher didn’t notice the deception and the game was a commercial success.
It adds taxes and market prices, thus bringing an element of complexity into the game that makes you think how to optimize your early growth and how to get the most out of your energy and money, turning the relaxing indie game about returning to nature into an optimization grindset nightmare that everyone but me hates.
Corporate speak incentivizes bland language. Standing up for as little as possible brings as few enemies as possible, after all. Unfortunately, an empty, bland proposal can only result in empty, bland art.
Wikipedia has no ads yet it has a pretty large amount of spare money, and there are plenty of other free to use platforms and projects. Youtube is not Wikipedia, sure, but Wikipedia has no reason to offer Youtube Premium.
By making Youtube Premium worth it, both for users and creators. Make it transparent what % of the YP fee is actually going to creators, make that % actually fair, give extra features to YP users, incentivize creators to ask their viewers to collaborate with it if they actually can afford to. Youtube has reached a point where it has become a public utility, to the point that tens of millions of people use it to supplement their education or stay updated on the news. A website increasingly necessary shouldn’t force someone without a penny to choose between paying what they can’t afford or have their head fried up by ads.
Of course, this idea rooted in civil values is incompatible with an economic actor that sees both creators and consumers as cattle that must be milked as efficiently as possible.