There are many ways to tackle that problem with some them mentioned by you.
As I wrote in initial post the concept of NFT rental doesnât cause inflation in and of itself but it is implementation of it in the game economy.
Access type NFT rental, for example for tournaments with players pooling tokens and winners taking tokens minus tax is a great example where NFT rental does not create inflation, and it enables investors with money and players with skill to profit together.
My original post related to specific rental case where owners lease they NFTs to renters (workers really) who play with the goal of generating in-game tokens to sell to fiat (or stable coins). Treating game as job.
That of course vary widely by the game. Specifically in MMORPGs the in game economy must be designed first, and only then molded for web3 game.
On of the solutions for MMORPG (and somewhat also for MMORTS to the degree) is to initially model economy similar to free-to-play (F2P) games before molding/modifying it further for web3.
F2P MMORPG (World Of Midgard, game I work on now, was originally F2P) economy has heavy currency sinks system with optimally dozens or even hundreds of tokens sinks which are designed so player will buy in game currently and items using in-game cash shop.
Many of F2P MMORPG has multiple currencies where the one people really want tis purchasable with cash, plus of course there are countless items in in-game cash shop to buy as well. (this about that desired currently as tokens, and items as NFTs)
Some high desirable items are those which increase speed of leveling or âquality of liveâ
To make this post shorter I will give just 1 example of such item: XP booster.
XP booster allows players to level faster and can last for given amount of experience gained before expiring. It open a door to have XP booster for various amount of experience which is turns allows for periodic time limited promotions for higher XP booster packs to increase player spend.
XP booster was one of the top sold items in F2P MMORPG/MMORTS games I created/developed in the past, and from industry reports and conversations with other game devs it was happening across all F2P games which included leveling system.
Now translating that example XP booster into Web3 game, such XP booster could be reward for staking any combination of NFTs and/or tokens.
It would both allow to remove supply of NFTs/tokens from circulation without any inflationary emission of tokens (0% inflation for those NFT/tokens locked to earn XP).
There are other items in-game which can work similar way.
Another Web3 change for F2P games is end game.
While in F2P game intense token sinks are all the way to the end game and even part of it, at one point players can generate more in game currently like gold than player needs.
Of course natural solution would be to keep adding content, and it is, but because the speed of leveling/achievements of guilds and hardcore player is very different from causal player it cannot be solved by just adding content.
If the in-game currently would be token directly it could cause hard to control inflation.
One of solution for that would be in game currently like gold being exchanged for blockchain token earned using bonding curve.
Such bonding curve would allow to control inflation.
There other methods to enjoyable for players slowing generation of token like Engage-To-Win which is basically having large number of achievement in game and give rewards for achievement.
Think about all the achievement game like World Of Warcraft has.
For Web3 version image rewarding players for finished achievement and really huge reward to finish all of them.
There are myriad of other solutions but this reply is to long already.
Bottom line is, as always, all depends how the game economy is designed,
BTW I think reNFT is very needed because it opens up ton of abilities for developers.
It is how developers use it, what can make or break the Web3 game.