Recently, I’ve seen several blockchain games’ pools almost kill themselves: once production opens the floodgates, inflation skyrockets like a waterfall, and everyone is left with “mine, transfer, sell.” When prices soften, the real demand in the pool can’t hold up at all. To put it plainly, it’s not that players are disloyal; the mechanism forces you to be a miner.



Last night, I checked on the chain, and a certain contract was issuing tokens with every block, and within 3 minutes of claiming, they were packed into the same swap transaction, with a nonce that caused an extra delay, which annoyed me even more… With this rhythm, who wouldn’t sell? New L1/L2 projects also use incentives to boost TVL, but it’s the same story: the books look lively, but veteran users complain genuinely: liquidity comes in fast but leaves even faster.

Anyway, I’m not focusing on narratives in blockchain games right now; I’m watching two things first: whether the output can actually be consumed (upgrades, synthesis, tickets—real sinks), and whether the exit paths are too smooth. Once “production > consumption” and users can withdraw at any time, the pool will eventually become hollowed out, leaving a bunch of bots feeding data to each other. That’s all for now.
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