I do think something that could be interesting would be to use a permission-ed authenticated append-only database (essentially like a proof-of-authority blockchain, except not necessarily a blockchain, could be closer to an ordinary database), which could allow the kinds of cross-chain trades we see in actual blockchains, which could facilitate trades of items between different games, without requiring the players trust that the other player will uphold their end of the trade on the other game, just trust that the game servers don’t cheat, as the game servers would have basically no reason to do that. I think these would be able to scale much more easily, while still being potentially compatible with actual blockchains.
Ex. if you kill the final boss in the game, you get a hat that you can sell, but every copy of this hat was earned by someone who beat the game.
Could be an interesting way for game studios to cross promote - if player of Game B wants that fancy hat, they have to either beat Game A or trade with someone who did, incentivizing more people to play Game A. Some number of people would be swayed in which games they chose to play if they could 'cash out' once they were done with it - even if it's only ~$20 for dozens of hours.
So this could be used to not only bring in revenue, it could alternately be structured to build audience.
A lot of "Free to play" games get most of their money from cosmetic enhancements. I think cross-game cosmetic enhancements could increase demand. Ex. Team fortress 2 hats would be more valuable if you could also wear them in world of warcraft.
Seems tricky to figure out how to incentivize other developers to implement this support for items they don't get revenue from, but I bet someone will figure it out in the next few years.