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I’ve seen too many blockchain game pools. What I fear most isn’t that nobody plays—it’s when the output design is “token-dispensing” inflation right from the start. You have everyone claim a pile of tokens every day, and on the demand side there’s only one thing to do: sell. No matter how flashy the items are, in the end it turns into “using new players’ money to pay for old players’ goods.” The pool looks lively on the surface, but really it’s just continuously kicking the pressure onto the secondary market—pushing and pushing until it gets thinner and thinner, and then everyone’s mindset collapses too.
Recently, new L1/L2 projects have been issuing incentives to pull TVL again. I totally get why old users curse the “mine—lift—sell” cycle. Put plainly, it’s the same playbook as chain games: if you assume everyone will sell by default, then don’t pretend people will stay locked in long-term. Thinking about it later, it’s kind of ridiculous—every day they’re shouting about “community co-building,” but the economic model is forcing everyone to do the same thing: sell. Anyway, when I look at projects like this now, I first check whether the output consumption is solid; if it isn’t, I treat it like a short-term hype pool—don’t get carried away.