I'm not saying this as a suggestion for how people should write, but I hate popular LitRPGs. I hate it because they don't read like how playing games feel like. The appeal of games is its fairness; it's how you'd get to the same result as long as you put in the same input in the same sequential manner to other people. As long as you can do the same exact thing as the best player in the world, you too can be equal to the best player in the world. All of your accomplishment are measured only by your dedication whether in your speedrun timer or your ranking in whatever leaderboard. No games is actually perfectly fair of course, things like luck and money plays a big factor for a lot of them, but it's a virtue for games when it's designed to be the most even playing field.I mean the thing is, novels don't really need a realistic portrayal of earning money through MMOs. The point of an MMO novel is that making money is not the main focus of the MMO, but rather how the character progresses through the MMO. The MMO setting is just a backdrop to characters interacting with other characters, bosses, content, which most people would care about.
Simulating a realistic portrayal of economics through MMO settings can be done, but you might as well write a novel simulation of real life. That's why Solo Leveling got so popular; It's really just an MMO but brought to the real world. You don't need to build a world around an MMO if there's already one that everyone is familiar with.
"Gates" that spawn in the real world are just Dungeons that people clear.
The "in-game currency" is just real currency now.
"Items, Weapons, Levels, etc," are just parameters for how people can get stronger by investing time through the system. Much like how when you invest time in a company or build something, you get money in return. Just as you spend time to level up, you get items and whatnot to exchange for money.
Normal people that arent "Awakened" are now NPCs.
Companies are now Guilds.
Countries are now Alliances.
Get the parallel?
Now, companies can control gates, they lease gates to "Awakened" people. People clear dungeons and get rewards, and those rewards are bought/sold for real-life money. You can get killed in real life, you just lose all your items and there is permadeath. It's the equivalent of the game dropping all your items and banning you when you die.
LitRPG hates fairness. The MCs would get a unique class, unique titles, unique skills, unique quests, unique equipment. LitRPG MCs always have this one thing he has that no other player can have and it would become the key that makes him different from other players in every way. That's important to have for a story MC, but it's not how it feels when I play video games. My experience of getting better in games is more about learning all the mechanics, studying from footages of top players and practicing what I learned.
Aren't you writing LitRPG to appeal to people who play games? Why do these stories always end up turning into a progression epic? If you can pull it off with a regular fantasy setting, why'd you have to involve blue boxes into them? Just write a regular fantasy smh