Game type: MMORPG
In-game assets will appear in NFT (including accounts) and Crypto formats.
Players can freely exchange Crypto and buy and sell all NFTs in the market.
The game is the center of everything, including story, gameplay, and operation methods.
The freedom of economic activities in the game should be maximized, and game developers or project parties should try not to interfere (unless it involves cheating or criminal acts such as fraud or account theft).
The game will face the following player groups:
Free-to-play - Potential manager
White-washing - As long as there are mechanisms that require spending to convert in-game assets to NFTs, they can transform.
Manager - Through direct spending, the game becomes one of the main sources of income.
Speculator - By trading in the market, they collect fees and royalties, becoming one of the main sources of income for the game.
Studio - Whether as individuals or guilds, they trade in the market/lending market (if such mechanisms exist) to collect fees and royalties, becoming one of the main sources of income for the game.
Investor - By staking game tokens, increasing TVL, game developers need to pay attractive interest/other incentives as returns.
Creator - Through UGC mechanisms, they create additional value for the game, and can also earn fees and royalties from trading in the market, becoming one of the main sources of income for the game.
Players above can possess not just one type of character but multiple.
So what should the specific economic operation mechanism be?
Web 2 elements
The purpose of game developers is obviously to make money, so the primary task is to use web 2 strategies to generate income, such as starter packs, monthly cards, season cards, VIP systems, IO Crossover events, limited edition skins, etc., to ensure the game is profitable! (As for how much will be invested into the web3 pool, it depends on the project party's attitude, if the proportion is appropriate and used well, it will benefit the game's long-term survival!)
Economic circulation
And the economic circulation should be driven by the story, logical mechanisms, and activities within the game, such as the following situations occurring during gameplay:
Players do not want to rely on luck for card draws and prefer to buy existing ones in the second-hand market.
Players do not want to mine boringly and prefer to buy second-hand items directly.
Players can directly buy well-built characters to play, etc.
Players can directly spend to buy 'limited edition IP'.
If players encounter limited-time drop events and don't have time to play, they can let others train for them (it's better if the game has a training mechanism).
The above is the 'supply and demand economy' that has often appeared in previous web2 games, which still holds in web3!
Game assets
Because there are web2 elements, players can still directly use fiat currency to spend, so the 'items/weapons' sold officially should be different from the drops in the game, for example:
While spending on weapons can immediately enhance combat power, it may
Cannot be sold in the second-hand market (this depends on the situation, especially whether it involves laws regarding 'money laundering').
Or may lack growth or evolution attributes.
Or may have a lifespan.
Or may be irreparable, etc.
To create differentiation from the loot obtained by players in dungeons, each will have its own second-hand market and value.
Regarding drops in the game, players need to spend to truly own them, and can only convert items to NFTs or specific NFTs or VIP levels after spending, allowing assets to be freely lent, gifted, or sold.
This can effectively convert free-to-play and white-washing into managers.
Gold farming mechanism
The game should not have a direct gold farming mechanism, but rather use tasks, leaderboards, seasonal competitions, guild wars, world boss events, PVP, and even paid lucky draws to replace direct copy farming (to avoid repetitive mechanical operations).
Or may have limited-time gold farming or require having 'specific NFTs' / VIP levels to farm or league rewards only available in guild forms, etc., to increase the fun of gold farming as much as possible.
And the distribution of rewards can be divided into directly giving U (which directly avoids the pressure of game currency being sold) or segmented distribution of unlockable tokens, etc.!
Staking
Additionally, staking thresholds can be used as reward criteria, such as
Attributes enhancement for game characters.
Increased drop rates.
Gameplay unlocks, such as STAKE certain amounts to form a guild, unlock UGC gameplay, etc.
Or daily, weekly, monthly, seasonal item or skin rewards, etc.
UGCfi
UGCfi is an indispensable element that allows players to create value in the game, such as
Only players with 'Craftsman NFTs' can produce high-quality NFTs for sale, but they also need to pay production costs to avoid devaluation of goods.
Players can even create copies to run private servers.
Players can earn income through entry fees and royalties.
Game tokens
To distinguish between functional and governance tokens.
Functional tokens can be stablecoins, freely exchangeable in-game or DEX, used only for in-game transactions, and have no investment value.
Governance tokens will have empowerment, such as different voting rights after staking different amounts over periods, and there will be certain advantages in the game, or they will be required to form guilds or unlock UGC functions, etc.
So, buying or consuming governance tokens is really for building the game community, not just for arbitrage.
Therefore, veterans believe that as long as the project party focuses well on operating the game, the economy can circulate on its own without needing to control it by changing any drop rates...
If certain 'supply and demand' imbalances are found, attention should be diverted using 'event rewards' rather than controlling economic activity through subtraction or 'punishment' mechanisms.
Whether TGE happens or not is actually not important, or it should be said that when the game can already be profitable, TGE is just a 'cherry on top' operation rather than a means to short and rip off players...
DEFI may not be a necessary part of a WEB 3 GAME.
Therefore, for veterans, the game is an economic vessel, a pond, where the inflow and outflow of water can balance, allowing it to survive permanently, just like a living eye in Go!
WEB3 GAME world, DYOR, TYOR.
Veteran OUT~!