Paul Farquhar
Legend
People generally produce freeware to publicise their skills. Like the "free" stuff on D&D Beyond the people who create it hope to get something in return.Thing is, something can be of value to people and yet not be commodified. Freeware, for example;
No, it is not.or anything created with the specific intent of releasing it into the public domain; or volunteer work. Commodification is a choice;
People need food, they need shelter. In order to fulfil that need they need money to pay for it. They cannot earn money if they spend their time giving stuff away. They need to commodify their time in order to make a living.
Well, they could choose to starve, or subsistence farm and make all their own stuff. But that doesn't leave much time for gaming.it's just that we tend not to think of it as a choice because it has become so deeply ingrained as the default.
It hasn't "resisted", it's just difficult to commodify in a way that is profitable. Unlike rulebooks, adventures, settings etc, which people where very quick to commodify. No one is getting rich by being a pro-DM, even at the rates outlined in the OP. They are lucky to break even.DMing - and playing, for that matter - is something that has largely resisted this push, at least so far.