Getting to know SuperFarm

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One of the publications from the project superfarm motivated me to this longread. The first part of the article will be devoted to the opinion on the current situation at the end of 2021, and then about superfarm. If you don't want to read about the gaming industry and Play-to-Earn, what are you doing here? then feel free to scroll to the middle.

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According to various sources, the gaming industry earned about $2021 billion in 180, which turned out to be higher than forecasts. At the moment, this is more than the film and sports industries have earned combined. TOGETHER. And according to some estimates, the gaming industry will exceed the total turnover of CINEMA + MUSIC + SPORT within 4 years. Such things, comrades.

If we talk about the number, then there are about 3 billion gamers in the world, whose average age is 30-35 years. This is an adult and, importantly, solvent audience. On average, 1 gamer spends about 15-20 hours a week on games and this figure is growing.

Games are not children's hobbies for a long time. Last year, major studios turned their attention to the P2E market. When most of them accept and appreciate the cryptogaming paradigm, this market will truly blossom. In the meantime, NFT and cryptogaming are in the very early adoption cycle of the technology. 

The reaction of most classic gamers outside of the crypto space is reminiscent of the reaction to bitcoin of neighboring grannies on a bench in 2016-2017. The integration of NFT into games is perceived as another attempt at monetization by developers. Gamers don't understand the value of aftermarket opportunities. In addition, NFT is associated with mining (here, with tears in our eyes, we recall the rise in prices for video cards. It hit a nerve, so to speak) And this is not to mention the negative impact on the environment. Hey Elon! 👋

Interesting fact. In 2021, the same gamers who hated Ubisoft's STALKER 2 and Quartz initiatives spent $35 billion on microtransactions. This money was paid for something that people don't really own. Of course, let's buy loot boxes and endless DLC. It's much better and more enjoyable, isn't it, NFT haters? Have you ever wondered how deep the gaming industry is today, despite the growth in revenues of gaming companies? It got to the point that game companies deliberately cut out content to then sell it as DLC.

It is worth saying that DLCs are not a negative phenomenon in and of themselves. Rather, we are talking about the monopoly of developers to manage all this content and turn gamers in one place. Why are we forced to send “DONATIONS” rather than buy a digital product and decide on our own what to do with it next? Are we hostages? Why regulators do not influence the situation? The current monetization model that has been adopted encourages developers to fight the secondary market and continue to generate an endless stream of DLC that we cannot digest, and this is often not limited in any way.

And it’s not about certificates or something else that people like to compare NFTs with. It’s generally about the fact that this “from the word at all” does not belong to gamers according to the Terms of Use of these projects, with which you cannot but agree to use the application and violations of it are severely and mercilessly punished. Once again, this is just a donation. It cannot be called a digital good. It cannot even be called a certificate for a digital good. In simple words, this is an ordinary donation without obligations. Donat in our opinion. And NFT just brings the possibility of trading digital goods, bringing the world of post-retail closer. This is when a product sold on the Internet can be used by the owner of this product in full on the Internet, and in some cases in IRL. Maybe it's time to kill the "donate" and give the right to digital property and goods?

And why not come up with a business model where the developers pass the secondary market to the players, pass on the content, and simply don't take a commission from this market? Sounds good, right? Then everyone would be happy, I guess. So much for ownership and interoperability. I took my avatar and connected it to another project or sold it to a friend, while the publisher received his rightful royalties from the resale. And the player was able to monetize his merits and is incredibly happy, because the emotions from the game and attachment to the project are now much greater. The player receives value from the virtual world and manages it in the real world. It's fantastic! And with due professionalism in the ability to monetize the project using a new business model, the developer will be able to earn more. You can go even further and give the right to make decisions about the development of the project to the community. I'm talking about DAO now, but we probably won't go that far today. Not everyone is used to NFTs yet.

It is enough just to activate unused liquidity. Don't keep her locked up. Here are the same $ 35 billion. could be increased to $100 billion. turnover next year, and the developer would receive his + 1-5% from each transaction. And then next year I would have received it, and then work with content would have been conducted differently. And the developer would be more interested in keeping the audience so that the trade would continue. Such a business model imposes greater obligations to the developer and unleashes the hands of the players, who are the center of the game world. No game can live without players.

The most interesting thing is that such a business model already exists. Monetization according to the Play-to-Earn model. It's monetization. Yes, this is not about the earnings of the players. It's about developer monetization. Do not think that P2E is “GAMES TO EARN” Or “TO EARN”. This is "marketing noodles". No, P2E gives you the opportunity to make money, but it's NOT FOR EARNINGS. And it's great that it's not. Games in the first place - artistic, his mother, work. The ability to sell / buy something, take advantage of the secondary market, collect, keep it forever, give it to a third person, that's what really brings even more emotions. Without these basic things, no metaverse can be built.

Gamers are a wonderful audience for promoting cryptocurrency solutions to the masses. Among them, there are many more people capable of accepting new technologies. And here I want to turn to the developers of cryptogames: Even if you are making a simple game without real-time gameplay, then pay attention to:

  • Laura;
  • Music;
  • General style, so that it is a work of art;
  • Build fandom around the project.

Players would like to wish:

  • Pay attention not only to ROI, otherwise all your activities will remain moneymaking, and cryptogaming will be a routine for you, and in especially difficult times there is a high probability of burnout. A game is a work of art first and foremost. Even if the game looks backward in some respects. It is better to choose a project based on developer creativity and game design;
  • Do not use bots/multi-accounts or other automated systems. This aggravates the situation in the economy and accelerates inflation, in addition, it adds an imbalance between real players and algorithms;
  • If you are considering a project from an investment point of view, then pay attention not to the number of funds, but to their quality. Check out the portfolio of these funds, what they are known for, etc. If only launchpads are listed as partners, then you should think about the goals of the project. Perhaps IDO is an end in itself.

Elliot’s team (Elliot Wainman – co-founder of SuperFarm) started working on the project in 2018, when most of them were leaving the market. He wanted to create something that would affect people's lives and also promote cryptocurrency to the masses. To do this, the future project, in his opinion, had to meet two main criteria:

  1. The product must be accessible to and aimed at an audience outside the crypto market;
  2. The product must work and be useful, even when all the prices go to hell.

The logical conclusion was the decision to create a game. SuperFarm should become such a funnel into the industry for people unfamiliar with it. But the real potential becomes clear when you understand what kind of project it really is and what it consists of:

$SUPER token

$SUPER is already trading on some of the major exchanges, including the latest listings on Coinbase and Crypto.com. The project is especially helped by the fact that, according to statistics, the first exchange for most beginners is Coinbase, where you can find only about 50 cryptocurrencies, including now $SUPER. So, the token will allow you to get:

  1. Rights to manage (DAO);
  2. Fees and purchases;
  3. Staking rewards;
  4. Possibility of farming NFT;
  5. Exclusive NFT drops.

Farming

SuperFarm allows other projects to make their token available for staking without writing a single line of code. Also, in order to reduce the inflation of its token, a staking pool with rewards in the form of NFTs will be available in SuperFarm.

NFT launchpad

Third-party projects will be able to launch their NFT collection using SuperFarm's launchpad. This possibility was demonstrated by a collection drop from Highrise (it's a metaverse mobile game with over 10 million downloads).

NFT marketplace

Now OpenSea is the leader among other marketplaces, their revenue for the last year amounted to $395 million. And this is taking into account the huge transactions in the Ethereum network, as well as only 60000 unique users according to DappRadar.

SuperFarm promises to provide its users with a more user-friendly interface, L2 blockchain with no transaction fees (in partnership with Immutable X), and NFTs that will be really useful in their metaverse.

NFT generation

A tool for developers to create their own NFT sets.

First game in the metaverse

In addition to the fact that the developers want to create such a huge ecosystem around their project, they also plan to release more than one AAA game in their metaverse. The first should be Imposters, which, by its design, resembles the sensational Among Us in 2020.

Imposters will be made on UE5 and will also be available on the Epic Store, which will only help reach a massive audience. The developers promise that the maps will be customizable, as well as the ability to create mods. The team is pursuing a strategy of hiding the game until the opening of alpha, when the game is ready for adoption by a large audience.

Project Roadmap

Developers will be targeting Twitch and Youtube audiences, following in the footsteps of Among Us, which gained the most popularity thanks to streamers and YouTubers.

There have already been several trailer teasers, so we can expect it soon, along with the first Imposters NFT drop.

DAO and tokenomics

The lifespan of any project depends on the activity and involvement of its audience. In order to increase this figure, SuperFarm will switch to DAO in the future. To participate, users will need project tokens.

The project team released a report on the full transparency of the tokenomics of the project, including all aspects: the share of founders and the team (spoiler - 10%), vesting, prices for private and public sale. Even wallets were published in which blocked allocations of the project are stored.

Such transparency is a huge rarity in the industry. Now, in the period of the rapidly growing popularity of NFT, it is difficult to distinguish really high-quality projects. The partners, of course, are Animoca Brands, about which we recently published an article.

Animoca Brands. Venture capital riding cryptogaming

 

By tradition #DYOR

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