Recently, I saw the revival of the "play-to-earn" model in blockchain games, and I started to have some doubts. To put it simply, the pool has only two legs: production (issuing tokens/items) and consumption (upgrading/drawing cards/fees). Once the production is designed to release a fixed amount daily, and the consumption can't keep up, the result is inflation tearing itself apart: the more players there are, the faster the supply is released, and the lower the token price, the less willing people are to reinvest their assets. The pool shifts from "profit" to a "selling pressure training camp."


When I analyze interaction paths, I fear seeing scenarios like: entering the game first to receive incentives, exiting with a one-click sell, with almost no friction or costs in between... then don't be surprised if the lifecycle is short.

A colleague asked me a couple of days ago whether a meme-backed blockchain game could break through. I could only say that attention spans are too short; when celebrities shout a few words, people rush in, but most of the time, the last person to join ends up footing the bill.
Anyway, now I look at blockchain games first to see if there's "destruction/sunk cost" involved—if not, just treat it as an experience product, not as financial management.
View Original
This page may contain third-party content, which is provided for information purposes only (not representations/warranties) and should not be considered as an endorsement of its views by Gate, nor as financial or professional advice. See Disclaimer for details.
  • Reward
  • Comment
  • Repost
  • Share
Comment
Add a comment
Add a comment
No comments
  • Pin