A Blockchain Gaming Bearpost from a Blockchain Gaming Bull

  • A single player game where you are just in it for the story e.g. The Last of Us, The Walking Dead (and others within the genre). A lot of gamers may well prefer to buy a game for $XX, play it through, and feel like they got >$XX value out of it. Here I concede that blockchain gaming may not change much.
  • Perhaps one improvement would be permissionless UGC, but this is only a marginal improvement on web2 modding, with perhaps better monetisation for the modders to be fairly compensated (a problem we have not yet actually solved in web3).
  • Another improvement is simply that the community can have a better input if they are direct financial beneficiaries and hold some kind of pseudo-governance rather than passive stakeholders.
  • See Ubisoft Quartz, a horrendous flop, met by horrendous backlash. Both communication and implementation were lacking. There was no clarity on use cases, and launching those use cases closer to launching assets to avoid them just being speculative.
  • This I agree with. If there is someone from Ubisoft who could correct me then please do reach out, I am all ears.
  • The corollary of this is that for blockchain games to provide extra value to the net spending player, on-chain assets must have other use cases e.g. DeFi lending (for yield), borrowing (as collateral), fractionalisation (for liquidity and price discovery) or be used by other independent games that permissionlessly integrated them.
  • On the former we are yet to see huge traction, but I am excited for what is being built… NFT collateral / NFT lending /NFT fractionalisation.
  • On the latter we are also yet to see huge traction, perhaps the most active ecosystem would be Loot see TheCrypt / Realms / others. One of the problems so far has been the lack of incentive to use someone else’s assets when you can issue your own and retire off the primary sales, see Pixelmon. Let’s see what happens now as audiences start to grow around particular ecosystems and speculation for the average asset decreases across an increasingly saturated market of new game projects.
  • Money has to come from somewhere, if net earning players are being paid in a hard currency (stablecoins) then someone must have originated it, or if they are paid in an unpegged currency (game tokens) then someone must be supporting the sell pressure for it to be converted to useful currencies (outside of some cases where e.g. SLP has started to show more currency-like features as a unit of exchange).
  • They are being paid to create assets. Whereas previously game devs might have just printed new assets and sold them, now gamers are grinding to earn currencies and assets, whose values are supported by the demand of future net spending players (or speculation that there will be a demand from future net spending players). At some point you need those future non-speculating players to materialise or you run out of speculators and everyone tries to get out as they realise this.

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