Gamefi Molecular Tree Chapter 1 - Life Cycle
Game NFTs with production economy should have life attributes, just like machines have service life and humans have birth, aging, illness and death. They should conform to the decay law of the world ecology and the law of mass decay, so as to reduce the damage caused by the "perpetual motion machine" to the ecology.
Gamefi Molecular Tree Chapter 2 - Ecological Internal Cycle
The economy produced by NFT should flow as much as possible within the ecosystem and reduce outflow. If the project just keeps depositing, getting high interest, and withdrawing, it is not good for the ecosystem. It is like the well-known water storage problem. Water is injected on one side and released on the other. The amount of water released is often greater than the amount of water injected, and the pool will be depleted faster. Assets should be given more value, for example, multiple empowerment uses of token assets, destruction, or the establishment of NFT/physical/skin props, through value empowerment consensus cycle, rather than mandatory high withdrawal taxes.
Gamefi Molecular Tree Chapter 3 - Diversified Assets
Gamefi should have diversified asset allocation, enrich and expand the types and uses of NFT items, and have more flexible playability configurations. To a certain extent, it can reduce some programmed harvesting operations, and at the same time cultivate the diversified development of games. Fantasy Westward Journey is better in this regard, with rich item types and high playability. Players can also gain a sense of accomplishment through accumulation.
Gamefi Molecular Tree Chapter 4 - Emotional Design
Emotional design not only exists in Gamefi, but also in daily life. It captures the user's attention, induces emotional response, and designs the possibility of executing specific behaviors, so that users can achieve positive emotional resonance.
In Donald Norman's "Emotional Design", he mentioned three concepts:
「Instinctive Level Design」 — Delightful products are attractive and make us feel good.
Behavioral design is about making usable products easy to interact with and understand.
「Reflective Horizontal Design」 - Useful products meet our needs and provide us with emotional satisfaction over the long term. Long-term relationships meet physical, psychological, emotional and spiritual needs.
Back to the product, the appearance and ease of use of the product are very helpful to user stickiness. On the contrary, shoddy product applications often undermine industry confidence.
Here is an example of using negative emotions to guide user behavior: When you are in a car, if you don’t fasten your seat belt, the car will sound an alarm. Only when you fasten your seat belt will the maddening sound stop. The alarm has accomplished its mission - guiding users to fasten their seat belts. Simple but effective
Chapter 5 - Stability
Game assets should maintain a stable supply. High ROI supply will inevitably bring about large fluctuations. The benefits of economic assets should be structured from the basic layer. NFTs and props with economic output should maintain stable economic prices. Human intervention is necessary in the early stages to avoid tsunami fluctuations caused by whale hoarding.
Gamefi Molecular Tree Chapter 6 - Ecological Inclusiveness
GameFi should have greater ecological inclusiveness.
Game>Gamefi|Players = Free players + Strong paying players + Potential paying players
It should support free players and paying players to play games at the same time, limit the economy obtained by free players, set up a step-by-step entry threshold, or set up a free player experience, and then convert them from within the ecosystem. Expanding the population coverage will undoubtedly be beneficial to the growth of the ecosystem.
Chapter 7 of Gamefi Molecular Tree - Ecological Scalability
The gamefi project is like a big tree, which can only stabilize a piece of land. It should appropriately improve its scalability, become a forest, actively expand ecological cooperation relationships, and also expand social gameplay. At present, most blockchain games only have stand-alone game functions, no "real social" linkage, and no ecological binding. The gameplay is single, and most social games are currently studio stand-alone and large-scale account linkage. Under conditions, the in-game communication function and union gameplay should be appropriately opened. In this regard, early Mir4 undoubtedly surpassed most games.
Chapter 8 of Gamefi Molecular Tree - Token Distribution
The distribution and unlocking of tokens in GameFi are also the focus of most people. Under the mandatory payment model, the team should not have a large share of tokens, and the unlocking time should be faster. This is very common at the end of 2021. The team has made a lot of profits by selling high-priced NFTs and tokens, which has led to a surge in tokens and the team has made a profit. Most people will stop building after making enough profits.
The project team should reduce or hold zero tokens appropriately, earn profits by collecting ecological taxes, and develop long-term construction
Gamefi Molecular Tree Chapter 9 - Token-to-fiat currency balance
GameFi should maintain a balanced relationship between token exchange and legal tender, and should not promote NFTs through token intervention. It is extremely important to maintain a stable exchange rate of tokens. A fast roller coaster will defeat people’s consensus, which is the familiar death spiral. Players’ sense of security and trust should be guaranteed.
Chapter 10 - Derivatives of Gamefi Molecular Tree
GameFi should explore IP expansion and ensure the operation of the ecosystem while creating binding value around IP. GameFi is not a one-time product, and there is still a lot of room for exploration of IP value. It can focus on physical binding, IP derivative reuse, and create a brand effect.
At this point, the tenth chapter of Gamefi's short article has been completed. For more Gamefi information, please follow me