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I think a big question here: how do you sustainably create an in-game ecosystem where people can *make* real money? What are other players paying them for? The answer, maybe: if people value in-game success, they can "hire" other players by buying their in-game items etc.
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1/ After spending more time in the @AxieInfinity ecosystem, I feel that the heart of the play-to-earn (P2E) model lies in the new guild system, like @YieldGuild
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check d2jsp forum. gamers have been doing all of it for like 2 decades. putting cosmetics on the blockchain is not revolutionary. the only exciting thing is not having a clause in the ToS forbidding gamers to trade their items vs. real cash.
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Yah I think Eve may be the most OG + WoW, Guild Wars etc. In the grey mkt, having to drop gold/an item in a trade and not being sure if the other person will follow-through sucks. Smart contracts can solve that. So can Steam exchange but more limited
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many UI solutions to that problem out there. timelocked side by side window. hell even diablo3 had an auction house where activision took commission for sales. i think use case for independent property rights in games must be more radical. challenge is property vs balancing.
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let's say you find a rare item which is extremely powerful. okey its yours on chain and you can sell for $. but it's game breaking so the devs have to come in and nerf it to balance the game. if you have no autonomy over ur property why enforce property rights on-chain. tricky!
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I think you hit the nail on the hardest problem in game design. Most crypto-native NFT gaming teams I’m not sure have thought this one out entirely. An intermediate solution is non-power item NFTs
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Agree - the true ownership is of the item itself, but the devs have the right to balance what they do in-game. You can't have immutable stats, that would be terrible for game balance. But devs have to communicate this properly to the NFT asset owners and set expectations.
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unlocking a playable roster of characters like in league is not an economic p2p in-game model its just how the game is monetised instead of 60 bucks up front really. again, no point in hard af property rights if you have no autonomy over it.