I have been looking into new NFT related games and I feel like the game developers haven't understood that gamers make the market, not the people that come up with ideas for games.

This is the gamer's universe and you build games for this audience. When you pull an idea from your inspirational hat it is for gamers to be the judge of whether it is a viable idea or not.

I believe that gamers have showed very clearly that they hate Play to Earn games. If we keep going down this road we may push gamers away from crypto altogether.

The answer is to give players and gamers the freedom they want. They want a world to play and explore that's not a cheap ripoff of an existing game. They want new concepts and they desperately want triple A level quality games with new stories to tell and new adventures to live. Selling their play time is not the first thought of a gamer. They want an experience that surpasses reality. Something to dive into headlong. Blockchain gaming has been utter garbage by today's gamer standards. A heaping pile of trash.

And I've kind of participated in that. I tried some Play2Earn games and wasted over a hundred dollars on them. And I helped conceive of a game that had Play to Earn elements. As a game I can't understand people that play games to try to earn money at the expense of other players. I am not a gambler. I'm a gamer. I want the thrill of a game, but I'm a coop player, a team player.

So I've been looking at new games and I see a new trend that gives me hope. And I want to jump on this bandwagon.

The new trend is Play to Own. You can play and get items that are tokenized digital assets that you can trade in the main store and elsewhere. This exists in big traditional games we've known for years. Games like CS GO for example have had skins that you can sell on Steam to other players. Some Play to Earn games have abused this system to make games that are constantly Go Broke to Play. If you don't buy NFTs you cannot play, and then you can't earn unless you buy more and more. It becomes a scheme where you have to Pay to Win, or Pay to Earn.

I will do my best to help create games to Play to Own, you are a farmer in a game, you grew turnips, your turnips are an NFT that you can trade in the game or elsewhere if you can get a better price. Your shovel is an NFT, your land is an NFT, your character, their family, your account; are all NFTs. You want to keep your account but switch from a farmer to a warrior but don't want to grind to get to a high xp level character? Sell your farmer, keep your account, buy a warrior. Can you earn by doing this? Maybe. Is it the whole point? No! The point is freedom and exchanges with other players. You're tired of a class, you switch class is an extreme example. You are tired of farming turnips, sell your turnip seeds and buy potatoes. Sell land, buy land. Good graphics, fun gameplay, a good story. And not a metaverse. The first true metaverses are older than smart contracts. They were immersive multiplayer video games like World of Warcraft or Second Life. The quality of the graphics has only suffered because these games are dated. New metaverse projects don't have that excuse. While some have tried to provide a great experience most have tried to surf a wave of public curiosity about the buzzword and made money off of people looking to make money on these platforms.

I have an idea for a massive online multiplayer game that would follow a Play to Own system. A player would buy the game and then play. The only income for the game after the initial sale would be a miniscule percentage of sales on the in game store. The goal of the player buying the game would be to have fun, not to make money. They can come and go whenever without worrying abour ROI and DeFi.

How it should be.