During this time, I would like to share an experience of playing the Dream World game:
Why were previous blockchain games still not good enough? (Lifecycle, I will only discuss this perspective)
The audience. 99.99% are here to farm gold.
The role of the boss is missing.
Dream World game. If you want to trade freely, farm money, or even log in, you need to pay for premium access first. Dozens to hundreds of dollars a month. The gold system sells limited quantities daily. Some items are sold through the system.
Most items and outputs are still earned by players. (Probability game, everything is probability)
The setting of the Dream World game is: both grind and spend. First, there is a group of nostalgic and wealthy bosses (core). Based on the needs of the bosses - item output needs someone to complete - this has led to gold farmers - gold farmers need to spend money first (ticket, premium) - gold farmers themselves also have needs, they need to level up to farm gold.
A closed loop. But there are no bosses. The flywheel cannot turn.
I used to work at a blockchain game company. I have also thought about the above issues.
If I were to answer again today.
The grind and spend model of Dream World makes sense. It also makes sense to cultivate the bosses first.
In thinking about better public chains, more enjoyable games, and more complex economics (I find Dream World very complex, extremely complex). Regarding "both grind and spend" and "cultivating the bosses first" may require more thought.