WEB3 BUSHIDO OR THE WAY TO THE cherished PRODUCT MARKET FIT IN CRYPTO GAMES

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«Debt samurai - help those in need.»

In this article, we will continue our exploration of Play-to-Earn economies, their problems and possible solutions. This is the second part of the mini-essay: What awaits GameFi on the bear and after.

There will also be an introductory part with a description of the problems, practical advice with diagrams and references to successful cases. Therefore, brew doshiki or warm up coffee, sit down, and let's go!

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Part 1. How did we get to this life?

"A man who has never made a mistake is dangerous."

The second iteration of cryptogaming highlighted everything that has been tried to be ignored in crypto games for 5 years:

  • “Where does the money come from to pay?”;
  • High or too volatile entry price;
  • Bad and difficult UX associated with crypto as another barrier to entry;
  • Attracts scammers and multiacckers;
  • Focuses on exclusivity, not inclusiveness;
  • pay-to-win;
  • Asset hyperinflation;
  • Few levers of influence on the economy;
  • Lack or insufficient value from players (earners) for the platform that pays;
  • Investor tokens are heavily dumped by players and this is like an extra. investor risk;
  • Weak gameplay and lore;
  • And how is this different from what has already been created? We can do this without blockchain;
  • And a lot more…

If you're not very familiar with exactly how it all worked, actually didn't work, then I will write in detail for you:

What do these deals of the century look like?

It's simple: Users are offered a deal with the purchase of NFT, in exchange for the project's inflationary tokens, with a kind of impermanent loss risk, like in DeFi, only on steroids with gamification elements multiplied by the random factor and sometimes skill-based. 

Impermanent Loss or Impermanent Loss is when you provide cryptocurrency to the liquidity pool, and the price of tokens has changed from the original, because of this, the number of contributed tokens will also change and you will incur unrealized losses. If the price of both tokens from the pool grows, you will earn, but by keeping these tokens not in the pool, but simply on your wallet, you would earn more. The more the price differs from the original price when you invested, the greater the impermanent loss. These elements and risks exist in crypto games as well.

Business model

The most common business model came down to two revenue streams:

  1. Primary sale of NFTs. And sometimes land was shipped additionally if the project successfully sold 1-2 collections.
  2. Royalties from the secondary sale.

It’s good for the price of the token, if the collection is sold for the project’s token, then there will be upward pressure, but often the sale is for the native token ETH, BSC, WAX, MATIC, etc. in exchange for NFTs. The logic of the creators of the game can be understood. converting profits from native tokens is easier, without pressure on the price of your token, but after all, there is no demand created ... The Sandbox, for example, sells its lands for $SAND.

And where does the money come from, comrades?

“The way of the samurai is recklessness. Such a person cannot be killed even by a dozen people. With the help of common sense you will not achieve many things. Just stop thinking and go insane."

When asked where the money comes from and why the token will grow? There is no clear business answer as such. But if you open wider, then catch my vision:

Recently, many web3 startups have become “Investment Attraction". Founders in web3, like show business stars press on virality, Community Managers create experiences in communities and in fact people pay for this investment show. And whoever knows how to do this show, he earns. Somewhere on tokens, somewhere on the secondary market. It's like the second bottom of the product in a good way. It's not bad if you take it into service. A spin-off is created that goes alongside the main content or technology. That by-product could be a Discord server that hosts a lot of interesting activities to keep Retention high. I will reveal this hypothesis on several well-known cases, but for now, about the obsession with crypto madness.

What is the way of the crypto samurai in practice?

"A samurai has no goal, only a path, and the path is death."

The cryptogaming community is in a sense closed from the outside world, and therefore, in a couple of months, information about the launch of the game has time to spread so much that everyone who wants to from the Target Audience enters the game. Unique Active Wallets in crypto games about 2 million. on the main blockchains. If we cut off bots and cheats, then 1 million real players, if not less. These are the data from the latest reports.

Players try to enter the project closer to the start. And even if the game still has earnings, but the project is not young, then it is skipped. Players are looking for p2e novelties. they have already been taught by the bitter experience of the soft collapse of projects, and the majority of the motive is earnings, not counting hardcore crypto gamers or researchers.

Below is a graph of a typical situation with player earnings, developer earnings, DAU, asset price.

The difference between “player 1” and the rest is that at the start it brings income to developers through the purchase of NFTs from the primary market (100% of the cost of NFTs). The rest bring royalties (3%-10%) from turnover. Players have 2 main earning strategies:

  • Entry at the start or entry after the main hype wave with the task of accumulating assets as quickly as possible and selling on the hype. This is in about a month.
  • Enter after the hype and look for entry points when the gap between price and earnings is reduced, provided that there is stability in the development of the project, if the team gives such signs and updates are expected. Calculation for the second wave of growth, or at least stability in earnings due to cuts, updates and new token burning mechanics.

As you can see, all other indicators correlate with each other, and as a result, the fate of the token looks like this. I don't want to say the word financial pyramid: The financial pyramid is different from the economy. Some crypto games are really just inefficient economies with imbalances and problems that they cannot solve due to the fact that the economy is open, but is created according to frameworks and the likeness of closed ones.

The reason is simple: Net capital outflow is not offset by anything.

Sometimes prices bounce back, winning back newsbreaks that are planned by the team in advance. Partnerships, listings and more. What else do developers have in their arsenal? To fight inflation, the team cuts rewards, increases consumption. But this does not always work, and as a result, the project falls into a deflationary spiral.

The path of such projects is known: The influx of users reaches a plateau -> Prices are reduced due to an overabundance of generated supply -> Earnings drop -> Player outflow -> Even greater price reduction -> Fall in trading volumes -> Fall in developer profits. 

The price of the token is falling, the team is running out of money, it is impossible to leave the project. NFT as an analogue of a lifetime subscription to a service. It remains to leave in English. 

Apart from investor money, there are many projects that have raised $1M+ from NFT sales, and a couple of months after the release of the game on the secondary market, the game earns less than $100 per month. A team of 15-25 people burns that $1 million in about a year, 2 at the most if they save and don't lose on the stock exchange... and it happens.

If the crypto winter drags on, then 2023 could be the last year for many projects. The final wave of humiliation from the normis will rise: “I told you”, “NFT scam” and they will forget about it until the next hype.

But investments in crypto games will not stop. Why? Recently on channel shared some observations about venture in crypto games:

  • The most important thing, in my opinion, is that crypto games are an effective tool for onboarding into crypto. A huge number of new wallets on new networks have been created thanks to crypto games and NFTs. In an interview, CEO Sky Mavis said that more than 50% of Axie Infinity players had never used cryptocurrencies before entering the game, and 25% of them even banking services. Crypto game developer needs blockchain.
  • Even those who make content face and solve infrastructure problems. So Axie Infinity created a sidechain when Loom Network let them down. They also created their own wallet, DEX and Marketplace, which allowed them to leave Opensea and save 2.5%. If translated into money, then from July 2021 to December 2021, the daily volume of the secondary market averaged $23 million or $1 million in revenue daily for six months at a royalty of 4.25%. At a rough estimate, they saved over $103 million.
  • Strategic investments.

What about tokenomics? 

Recall 2021. If the project was not made by the most conscientious people, then the scheme there is as simple as possible:

  • Investors buy tokens at a lower price than the average market valuation.
  • They create excitement with whitelists, buying advertising from influencers with pressure on FOMO and FCFS, and so on.
  • They can even indicate a long vesting to divert attention, they are supposedly interested in the long-term development of the project, but if the initial capitalization is low, for example, $200k-$300k was sometimes lower, then even 10% on TGE is enough for an investor from x10-x30 to go into second-hand and still stay with the tokens, and perhaps even earn on the listing. At the peak in 2021, any even the most miserable crypto game on Binance Smart Chain on the listing and during the 1st month had a Market Cap of $5M-$20M. They could even reach $50 million if 10000 DAU were collected. So count the x's.
  • The team received money for development and as a profit from sales of the NFT collection + resale. Sometimes even panic - sell on negative news about the project was part of the earning strategy. This is the income, in addition, they did not disdain to pinch off from other allocations.

In fact, the listing ends everything. The project is done, you can diverge .... And the players are alone with the moderators in a chat full of toxicity and hate speech. They did it in not good projects. Wow… how many projects like this have been launched on launchpads.

And these problems are definitely not solved by introducing a second token. Yes, you can use multiple tokens, but in a different way. The solution can be found in another plane.

FREE-TO-PLAY & EARN?

We are getting to the middle of the first part and I, perhaps, will begin to hint in which direction I am looking myself. For starters, you can try to look for problems in the funnel and optimize something there. Like it or not, Free-to-Play attracts more users. This is not such a bad model, if you do not tinker with monetization. And for two decades, game designers have studied along and across it. The player is given a free look at the product and if everything suits him, then he buys premium content.

It’s bad when something in the product is deliberately cut and it turns out to be defective, frankly turning to manipulation, forcing you to buy endless DLC. Why is Play-to-Earn the evolution of Free-to-Play anyway? If the player has everything in order with money, then does he need earnings? We don't invite them into the game?

As for the high Retention in some crypto games, this can only be explained by two factors:

  • Strong financial incentives. It is necessary by all means to understand this incomprehensible crypto-SOMETHING in order to get tokens, and now he is ready to go through 6 circles of hell.
  • There are players who like it all. All these dances with tambourines. I’ll tell you about them below, maybe you didn’t know about this. 

So, for example, in web2 Stickness Rate (DAU/MAU) 30% is considered a good indicator. And 50% is almost outstanding. For comparison, in one of the crypto games that I work with as an advisor, DAU / MAU reaches almost 60%. And in some Retention 90D reaches - 55%, but this is after the outflow of a large number of users. 

Another unobvious problem: Teams buy advertising, focusing on an audience familiar with the crypt. And this is understandable. the cost of attracting a non-crypto player is higher. It's more of an infrastructure issue, but still. Further, developers, in a fit of a community-driven approach, adapt to crypto players and sharpen the game for a niche audience from which they receive feedback, and this audience is very limited and is in an information vacuum, where information spreads very quickly. After this, reaching a different audience is extremely difficult and one cannot dream of any influx of new players. Sometimes community-driven kills if you don't buy ads for a wider audience.

There is a misconception in the market that in Play-to-Earn games the Customer Acquisition Cost (CAC) is lower due to the peculiarities of the marketing of such projects. And they say that you can even save money compared to Free-to-Play. Let's start with the fact that simple 1000 views in the crypt are many times, or even tens of times more expensive, especially for bloggers. And the second: players' earnings (Allocated Tokens) are part of the Customer Acquisition Cost (CAC) and the more earnings, the more expensive the attraction, and coupled with the fact that immediately after the release of the game the project earns only on the secondary, the predicted Lifetime Value (LTV) falls and because of this, the unit-economy does not converge and the influx of players is reduced.

For comparison, the average CAC in web3 is 35%-50% versus 8%-15% in web2 (from Sales & Marketing costs). The comparison is debatable, but in a way it is. They pour tokens with terrible force, not many hold them. Tokens will certainly end up in the glass and affect your revenue through rate dumping. Therefore, to call tokens a free or cheap tool for attracting users is, in my opinion, absurd. Comminity building in web3 is not just words. This is the key. In one of the paragraphs of my proposals I will describe in more detail.

The main difference of Web3 User Acquisition is that it is built on two stages of the project life:

  • The first stage of life BEFORE SALE: community building, social hype networks, whitelists, AMAs, NFT pre-sales that act as market validation, airdrops, airdrop boards, guilds, email-marketing, KOL. Discord+Twitter on web3 vs facebook+google on web2.
  • The second stage AFTER THE SALE: They begin to dilute the toolkit with standard methods from web2 and try to reach a wide audience.

WHAT IS VALUE DRIVER IN, BROTHER?

In the web2 Value Driver, these are the company's Income and EBITDA, etc. fin. indicators.

In web3, this is a network effect. In this regard, experiments with commercial rights in the NFT are understandable.

So I got to the cases that well illustrate the idea of ​​a discord server as a product.

You can not ignore the reference to a successful case in web3. This one is suitable for both crypto games and NFT collections and will make it clear what the value is: RTFKT (Nike) is about a metavers fashion brand. They managed to create a new type of investment thanks to NFT. entertainment. Volatility acted as a tool for working with emotions, and the posts were accompanied by mysticism, stories, riddles, rebuses, and were united by one thread of narration. Everything seemed to be thought out to the smallest detail. In short, Under promising and over delivering in action. What they did in their social media. networks can be called a kind of digital show, for which you can give money as for the received experience. Personally participated. Liked it, very cool and fun. For this, you can simply give money for participation. Definitely 10 out of 10 for the narrative. There have been blockchain-related fakups, but it's not scary.

As a result, RTFKT (Nike's web3 sub-brand) earned $93 million from initial sales of digital collections, as well as $92 million in royalties and will continue to earn.

Here it is necessary to highlight the case with the MNLTH airdrop. Once again, the holders of the main collection of Clone X avatars received MNLTH for free, the price reached 12eth ($32000) at the moment. Fun fact, no one knew what the Magic Cube (MNLTH) was. $32k is unknown for what in the box and the participants of the discord had to collectively solve puzzles for 2 months to open this monolith. There were 4 stages with 4 puzzles in each. And after each stage, the monolith reacted and changed. Like it was breaking down to open up.

There were 3 more NFTs inside and 1 of them was a new Monolith, which probably contains several more NFTs. Thus, the ecosystem of digital goods is scaling and they do not sell some of these goods, but give and earn from the secondary. Holders were very happy with this fit, and Nike made $24,2 million from it (in about six months). The volume of transactions from secondary trading amounted to $1,29 billion. Yuga Labs (BAYC) had a similar strategy. These guys outdone everyone and made it possible to get $200 million x1 from a $5000 mint in an instant.

buy one NFT monkey for $200

You get $1 million as a gift for what you hold:

  • MAYC
  • BAKC
  • BAYC otherdeed
  • MAYC otherdeed
  • $APE tokens in the load

In fact investment thesis for the player and the research of crypto gaming projects, the question was whether the team could create an investment attraction through social media. a network that will attract as many people as possible and generate profit from the secondary for as long as possible. And as the community grows, if this does not collapse the secondary, then sell new NFT collections.

It is important to understand another aspect. Crypto games today are a niche product in and of themselves. The vast majority of classic gamers in their right mind will not go to play crypto games. To do this, they must have a paradigm shift, they must have the right attitudes to move into the crypt. Perhaps they are passionate about trading or NFTs, or at worst they should think for some reason that it is important for them to have gaming assets. Although this was not a particular problem for them, but most classic players treat all this with, to put it mildly, wary, and, to put it bluntly, with hatred. And that's why:

NFT and Crypto cause the following associations:

  • You have to buy very expensive NFTs, and “NFT = scam”;
  • harms the environment;
  • increases the prices of assets in the game;
  • increases the price of video cards;
  • bad game design and terrible graphics;
  • terrible UI/UX;
  • nothing is clear, but very interesting, while clearly not for me;
  • often the game becomes pay-to-win;
  • the developers decided to hype and earn extra money.

The idea that every gamer wants to make money playing is not confirmed. No, not everyone.

Part 2. Misha, let's do it again

«Without realizing who you are, it is impossible to become a samurai.»

Think about whether you need to make a CRYPTO game at all?

Maybe just make a cool game for different players with an open economy that uses the blockchain in a unique way, combined with the benefits of Play-to-Earn, and that honors web3 values. Such a game does not even need to be called NFT, P2E, CRYPTO Game, etc., thus causing irritation among classic players.

Play-to-Earn Benefits

For players:

  • True ownership of the asset;
  • Liquid secondary legal market;
  • Instant payouts;
  • Transparent game logic;
  • Interoperability and growth in asset value;
  • Feeling the impact on the game through the impact on DAO decision making;
  • Possibility to remain anonymous;
  • On-chain reputation. The ability to maintain a reputation in different ecosystems;
  • The ability to provide value to early players through token ownership of an evolving project.

For developers and creators:

  • Creation of new business models tied to the secondary market;
  • Stimulating the economy of creators;
  • Interoperability and growth in asset value;
  • Growth of opportunities for fundraising;
  • Opportunity to create new jobs;
  • Raises the spend limit on the game because even $1M spent on an asset is not wasted. The user gets the property;
  • You don't need a publisher as an intermediary;
  • The community in web3 is 10 times more involved. These are not even users in the traditional web2 sense. This can be called an outsourcing team or a support team;
  • Ability to create a community-driven IP for games.

What should be considered when creating new crypto games?

Firstly, no one can guarantee you that any of the following will work 100%. This requires experimentation and the identification of new problems and their solutions. But we can definitely say that it can improve what has been in operation for five years. Every day we are closer to Product Market Fit.

What to do?

To each his own

  1. Use new archetypes. (the most voluminous item). Divide players based on new archetypes in the game's open economy: F2P players, paying players and crypto players. In this way, we create a base of players with a different impact on the economy, and not just inflationary, as it currently works in P2E. (see picture above)
  • Classic F2P player came for the game. He does not need to play and earn. His need is entertainment and getting emotions. It has a neutral effect on the economy.
  • Paying players and whales. Players who have a different motivation and are often associated with status and can be offered premium content. They have a deflationary effect on the economy, adding value to the project. It's about the question "Where does the money come from?".
  • Crypto players or miners aka moneymakers. A new type of player familiar to us from P2E. It has an inflationary effect on the economy. Such players may provide in-game services. They can be artisans, blacksmiths, sorcerers, coaches and more. The task of game developers is to make the process exciting for them despite the routine, while their gameplay would be very different from other players, and to make the services of crypto players necessary and relevant for others.

Divide and Conquer

You can experiment with the division of what content is sold to whom (affecting gameplay and cosmetics). Main point: don't make the game pay-to-win. Although, again, pay-to-win can be treated differently.

Uber for gamers

It is precisely crypto players who could create premium content for paying players. And platform providers (developers) would be rewarded from secondary market commissions and instrument sales. Do not want to make a barrier for crypto players in the form of buying tools? Rent out to them like the guilds do, or like Klarna does on the TAKE NOW, PAY LATER model.

Balance the shares of these types of players in the game. It should not be that in the game everyone only wants to earn money. Most likely, the promotion of such a game as a means of earning money should also be abandoned, or this should not be done so deliberately. Earnings should not be too big or too small. In my opinion, ideally, the average is the minimum wage in developed countries or closer to Uber, so that it makes sense.

In 2021, there were earnings of both $10000 per month and $100, and I don’t take into account the best players in some games who earned themselves a whole comfortable life in 1 year.

Games where you could farm in-game currency and sell it to other players have been around for a long time. Unfortunately, I don’t have data at hand what is the share of farmers in the same WoW or New World, just now, thanks to the blockchain and NFT, this can be done in a more universal way with the above-mentioned benefits for all parties, and transactions can be honest and safe. This can be called the technical legalization of pharming.

Developers should not focus on just one type of player. What would happen to WoW if there were only gold farmers? Do the developers of Genshin Impact or the same New World encourage you to play and earn money in their game? No. But at the same time there are farmers who are in the gray zone. Developers do not create conditions for them to play and trade comfortably. They do not receive money from them, although they could by activating the secondary market.

On the other hand, why, if the developer himself can sell? I see several benefits from activating the secondary market: 

  • User Generated Content. Take quantity and variety. Risk (content moderation);
  • New game and social experience;
  • Giving value to game items depending on their previous owner;
  • Attract players who love to trade. There are those who trade not out of need, but for the soul.

If prices rise x5, then 4 resale deals with 5% royalties are enough to get the same profit as in the developer's primary sale. It makes sense to experiment with it.

In this model, it is also important to divide the gameplay in such a way that a free player can become both a crypto player and a paying player in the future (see the picture above), if he wants to, and at the same time it should technically be seamless. There is no need for a F2P player or a whale to come face to face with the blockchain. At the same time, actions related to property and finance should be on-chain. There is a cool reference Blankos Block Party. It’s not at all clear where the blockchain is, and the game itself looks good, with excellent gameplay with free entry.

Another psychotype of crypto players:

Anton Backman (Play Ventures) on one of the podcasts said in a conversation with Philip Kolins (Konvoy Ventures) and Niko Verike (Bitkraft / Naavik) that at the moment Product-Market Fit is an on-chain game played by blockchain devas and crypto enthusiasts like crypto Dark Forest games may seem surprising to some, but it's true. The players enjoy the game and at the same time it is still the same play-to-earn in which the players enjoy the blockchain process itself. In general, I often began to hear about this one, although the game has existed for a long time. In fact, there is nothing surprising. According to Bartle, Explorers like this. Web3 is full of researchers.

I myself suffer from this. For an avid crypto gamer, the gameplay of crypto games often goes beyond the interface, and the real pleasure of the game is often associated with investigating transactions who sent what and where in the block explorer, creating tools for parsing data, excel tables for calculating income, discussing this in chat, and more. This is the Meta-game in crypto games. Now this is exactly the layer of players for whom crypto games in their current form are 100% suitable and they enjoy it, even bumping into disgusting UX at first glance.

Sometimes even vice versa. For them, the opportunity to earn money is an extra. a feature or enhancer of emotions, when you can extract value from the virtual world and transfer it to the real one.

Such players pay for the pleasure and emotions associated with the exploration of the blockchain, the game and the fact that he can physically feel things converted from virtual value legally and without violating the rules of the game. I would call it immersive finance. 

This is easier to understand for a hardcore blockchain user. Unfortunately, there is no data on what proportion of such players, but often it can be whales as well. these are old kryptans mostly, but this is not about that. The problem is that for classic gamers, Play-to-Earn in its current form is far from Product Market Fit. Everything has already been created for crypto players, but to whom to sell? Each other?

If anyone remembers 5-7 years ago, puzzles were popular in the crypt. In 2015, artist Rob Myers drew a puzzle picture in which he encrypted a private code from a wallet with 4,87 BTC.

The puzzle was solved three years later, on February 1, 2018.

“The picture is encoded with a string of binary code, the characters of which correspond to one of the lights along the edges of the canvas. The color and shape of each was determined by a piece of four symbols that complemented the code hidden in the ribbons in each of the corners. Then I used a handwritten Java program that translated the string of zeros and ones into the Bitcoin wallet code,” the programmer said.

Not everyone, especially developers who have entered the crypto industry recently or from classic game development, realize that by doing some off-chain mechanics they kill the interest of such an audience, while it is technically impossible to reach the audience of classic players if you are not a god of virtual games. Stepn is valuable as a case only in terms of virality. The project itself, like p2e or m2e, did not even correspond to the level of economies in other crypto games, and the unit economy does not converge over time if the old business model is used. Attraction is very expensive, and classic gamers have no desire to go here, because. some despise such games due to the lack of information and the unformed need to own digital property.

There is such a meta on the market now - let's invest in Web2 companies that will make a cool game and call it Play & Earn because Play is more important and all that. Yes, players will have more motivation to stay in the game. This is good. High-quality lore even in web3 keeps crypto players. Interesting gameplay and graphics - all this will certainly affect the attractiveness of the game as well, but there is a risk that the scales will tip in the wrong direction again and Earn will become superfluous there and there will be no all these on-chain mechanics.

It seems to me that we should look for a synergistic solution and take all the best from Web3 and Web2, you can hire people with a background in Web3 who have already been involved in the creation of crypto games and DeFi. Their insights, insights, experience and mistakes can be of great benefit to the following projects.

2. It is not so important tokenomics you have with 1 or 2 tokens. The main thing is how they are used and whether the parties have a conflict of interest.

You cannot just give away tokens that influence decision making in the ecosystem or act as shares, and at the same time sell these tokens to investors. Imagine the situation, if bots can farm governance tokens, then what will come of it? 

Maybe (I would even say most likely) there is no point in giving away inflation tokens at all. Players can farm game resources and craft NFTs from them and sell them already. Or you can reward only the best players for participating in skill-based tournaments, and they will receive a well-deserved reward. Then you will be able to control the emission by announcing monthly tournaments with N prize pool.

You should definitely have: 

  • Token as a currency, possibly a stablecoin;
  • A token similar to shares for investors, but again this is a question for future regulation;
  • Resources for production, construction and other things;
  • And a token of what all participants in the system want to get, which has social significance. deflationary asset. 
  • If there is a DAO in the game, then it is worth considering a two-level voting system like in GP and LP ventures. now unqualified participants vote in those areas in which they lack competence, in addition, there are many uninvolved participants, which can lead to the fact that the vote does not gain a quorum.

3. There should be an Automated Market Maker (AMM) inside the game or even a body like the Central Bank, which regulates monetary policy based on market conditions and determines quotas for the number of free places for crypto players. If Uber doesn't have cars, then they can't hire new drivers, right? Sounds complicated, but it's a great challenge for the GM to make it fun. At the same time, it is important to understand that any player can at different times try on the role of both a free player and a crypto player with the functions of an employee in the game, and paying, especially after he has earned tokens in the game. Employees are often the most loyal customers of companies.

4. For the sustainability of the economy, you should experiment with stablecoinswhen it comes to sharing features. Once they talked about bitcoin as a form of money, but in the end it turned out to be not practical due to volatility and the market came to pay for services in stablecoins. A similar tool can be implemented at the level of crypto game economies, but perhaps not in all mechanics. Otherwise, you will have to look for meanings for the project token.

5. Integrate an on-chain identification and reputation system to deter bots. Bots and multiacckers are the #1 problem for open economy games. They accelerate net capital outflows and drive up inflation. It will be difficult for you to control the number of crypto players in the system if you cannot overcome the bots.

6. The developer needs additional monetization by attracting advertiser brands. Part of the funds could be used as foreign exchange intervention to support the economy and at the same time generate income. This will create an additional tool to those listed above to equalize deviations in crisis situations.

7. As an alternative, you can consider the optional sale of user data, if they agree to this, but always with profit-sharing in the spirit of web3, so that the player receives part of the income from the sale of their data. Player behavior data may be of interest to potential advertisers. This is how it works in the popular browser Brave $BAT.

8. The developer should think not only about the utility for users, but implement mechanics related to increasing the usefulness received from users. These can be activities or services outside the game interface, onboarding new players, or creating content.

9. A non-monetary incentive system should be introduced. For example, POAP. This may be a certificate for contribution to the development of the project, a diploma on the blockchain in the form of NFT, perhaps the player’s contribution is associated with useful changes in real life, or even a positive impact on the environment.

10. Crypto games may borrow some principles from ReFi (Regenerative Finance). Democratize jobs, promote environmental initiatives, promote learning in a gamified form. This may be useful to third parties who could contribute financially.

11. Try to create unique on-chain mechanicsso that the question does not arise, “why is there a blockchain in the game?”.

12. Cultivating the Thesis of True Asset Ownership without the risk of censorship could break the investment framework for whales and could attract new entrants to the gaming system. For example, funds investing in game assets directly, and not just in developers. If the whale checks end up in the 100k-500k amounts, then the true ownership of the asset raises the spending limit on the game because even $ 1 million spent on the asset is not wasted. The player gets the property. This will allow the whales to become even bigger whales and enter the digital space.

13. Leverage the power of the community and manage it effectively. As one of the parts of CAC in web3 wrote above, this is an allocation to user awards. And this part is much larger than in web2. Another feature of web3 communities is that the involvement in the life and development of the project is crazy. It's hard to call them subscribers. This is almost an outsourcing team or a support group (sometimes, on the contrary, a group of destroyers). Involve users in promoting and improving the product more actively. They themselves are interested in it if they feel their contribution. Community-building is not just words in web3. This is the foundation. If you are from web2, then just buy the NFT PFP of the top community and feel the difference in the Engagement Rate. It should be easy enough to understand: Profit-sharing is about getting users to promote the product, while helping the community to go in the right direction and do it effectively. If you do not use the power of the community and just give away part of the income instead of spending on marketing, then no matter how you look at it, the unit economy will not converge. This is why community-building is so important with the expectation of creating a network effect that will bring more value than traditional web2 tools. And it really does make sense.

14. Experiments with Cross-IP and Copyright. Help with targeting. For example, on wealthy BAYC owners and collections with cc0. Reference: Galaxy Fight Club. The attraction of OG collectors was very good for the sales of collections. On the subject of non-copyright and why it's beneficial for the creator Andrew Chen (A16Z) has a great article about this theme.

RTKFT has recently relinquished commercial rights for their Clone X avatars. Now every owner of the NFT Clone X. can use it for their own purposes. They opened NFT access to 3D files depending on what avatar you have on your wallet. The community has already started creating content and this has created a great network effect for the brand. This goes well with point 13.

One of the cases with PFP is just the promotion of one’s avatar (as a digital identity) on social networks, while a person can remain anonymous and even sell this digital identity or change to another when something goes wrong without consequences for the reputation of the individual. Or someone can help promote digital personalities such as a temporary owner and promoter for the purpose of reselling to other influencers.

However, the strategy of abandoning commercial rights must be approached consciously. So far, these are all experiments and it is not clear how this can affect the brand.

15. In 2019, we discussed ideas expiration dates for certain types of NFTs. If NFT is access to the application and you sell it for life, then you are obliged to support the project and this does not contribute to deflation and a constant stream of profits. In addition, you cannot “legally” leave a project if it starts to make a loss. NFT owners will consider this a scam.

So, for example, in Star Atlas the problem with lands is through the land tax. If the owner of the land has a delay in paying taxes, then his land is put up for auction. After the sale, it is returned to him (Sale price - Taxes and fines). And one of the most successful community NFT Proof Collective gives temporary access to membership. The price of NFT reached 100 ETH. Valid for 3 years.

Sometimes it is not so much the characteristics of the NFT that are important as the previous owner. Imagine that you are playing an MMORPG and you meet the most iconic and famous player on the server who is legendary and you defeated him in PvP. You got his sword as a reward and in additional information - this is displayed and visible to everyone.

Or another example: you play an Apex Legends or Counter-Strike tournament. Final match. You stay one against five and pull out the match thanks to a sniper rifle with some custom skin like NFT. This has meaning and value.

In the end, I would like to add that if your game preaches inclusiveness, then I'm not even sure if NFT is needed there at all. NFT is more about exclusivity. NFT fits very well into the Fashion format. I've always wondered why there are so few brands in games that are played by more than 3 billion people, the average age of which is about 30 years old and spend an average of ~15 hours a week in the game. In movies, music and sports, this is all right.

Some people buy Nike Cortez or Levi's 501 jeans just because their idols wore them in movies. Why is this almost non-existent in games? And it's not about the features of the settings. This is awesome storytelling. Despite the fact that the gaming industry is larger in terms of revenue than all these industries combined with brands, so far everything is not very good. Only now, in the wake of the hype of the metaverses, this has moved on. Crypto games are able to onboard not only new blockchain users, but also brands.

A popular MMO game can also become a digital clothing marketplace, generating revenue, some of which can go to crypto players or to sustain the economy and not necessarily focus only on clothing. If we create an open, immersive economy connected to the real world, then real brands should appear in virtual spaces and vice versa.

Brands born in virtual worlds can enter the physical goods market. Drinks to increase energy, like energy drinks, etc. I believe that games and the metaverse are the key to post-retail, in which the concept of OMNI channeling will be inextricably linked with trading in games, and brands will simply have to include this in their development strategy. If you are not in the digital worlds, then your model is not OMNI.

Blankos x Burberry drop. 11.08.2021/800,000/XNUMX Revenue over $XNUMX per day. And this is far from the largest drop in terms of collections, but it is indicative in terms of laconic integration of brands into the game.

16. The list of ideas can go on, but perhaps I'll leave it for next time. One thing is clear, without practice, we will not be able to realize the value of using blockchain in familiar products.

Thank you for reading to the end. Take care of yourself, your loved ones and your deposits. May the profit be with you!

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