The original title: "How to earn in Gamefi? | 0 xrecommend"
原文作者:写作业的车厘子, 车厘子电波
The whole can be divided into stake/work/game/win/invest to earn
Stake to earn, close to traditional DEFI pledge mining
Work to earn usually refers to methods that serve a fixed party, such as building a house in a building game
Game to earn, the exchange of chips is completed in a short time
Win to earn, Win to earn, conversely lose will lose money, chips exchange has a clear opponent plate
Invest OT earn, when the project side financing
The differences are in gameplay and quality, and we'll go through them one by one.
Representative Projects:BNX, raca
Features:
1. You need NFT to make gold
2. The amount of money is directly proportional to the investment
3. There is an upper limit to daily output from which the cycle can be calculated
This model is not new, it is a very basic mining coin model, can also be said to be the capital plate. Because the game is boring, both BNX and RACA have some lotteries, such as BNX's game and RACA's game, but it does not change the whole surface is the essence of mining coins.
The funny thing is that BNX and RACA's wealth-generating effect does not apply to gold investing, although some people do earn several times on gold investing. The real enrichment effect lies in "liquidity inflation". When the speed of capital entry is greater than the speed of capital exit, the capital pool (mainly LP) of the game will expand rapidly, and then the token will rise. The token will rise and the NFT price will be further increased. NFT prices are inflated to absorb both the increase and the expectation of future increases.
Most gamefi are (3,3) models, and NFT expands much faster than token because NFT can digest token expectations. Holding a large number of NFT and waiting for liquidity expansion to occur, so that NFT increased by more than ten times the direct selling, is the main component of the wealth-building effect.
As for stake to earn, because it is the core gameplay of the game, most players only know it. Instead, it is used to take over the game and make decisions.
On behalf of the project:Later axie, Thetan, Lok
Features:
1. Winning percentage is strongly correlated with earnings
2. There is a limit to daily revenue
3. There is only one thing you need to know to study this model: Win to earn is mainly used to solve the problem of mining coin penetration.
In the traditional Stake to Earn or Ponzi model, everyone makes money until the money for new entrants dries up, and then everyone goes to zero altogether. The root of this is that profits and losses in the system are "mismatched", with all the profits in front and all the losses behind.
The problem can be solved simply by "co-occurring" gains and losses. The first group won and took 10 yuan. The loser was left with nothing. This simply solved the Ponzi problem. The winner earns money.
Does that sound familiar?
Cherry and cherry Layer2, loser gives each other a piece of candy.
Isn't that what children play house...
As to whether win to Earn works, most current models are broken: you can lose money if you lose a game, and things that make you happy become things that make you unhappy, which is no fun. Maybe there will be a better win to earn model in the future.
Representative Projects:Wolf sheep, Tak Pu
Features:
1. Winning percentage is strongly correlated with earnings
2. The game has one issue, two issues and three issues, and it ends quickly
3. There are some strongly controllable game points
Note that "Game" is translated as "Game".
As mentioned above, win to earn affects the game experience, but not all games can provide a good experience for all players. In Germany, for example, someone has to lose money, but the person who loses money can accept it. So the "game" itself can be a selling point, and the game designed around the game allows players to "make money from the game".
And then after one game you have to make a loss, and that's the end of the game, and you move on to the next game.
Devo is a good example. Spinach is basically a game to earn.
Wolfram is a good example, the game dimensions are also rich, chips will be quickly concentrated in the hands of a limited number of strategic winners.
Of course, Wolf and sheep also have a certain stake to earn attribute, so in addition to the game, they can also play Ponzi game (entrance opportunity) and eat the NFT increase after liquidity expansion. Now the stake to earn ratio is a little bit bigger, but there's no denying the importance of the game.
Representative Projects:The sandbox, lok
Features:
1. You can play without NFT
2. It takes intelligence and brainpower to build things like buildings
I still have some pure stuff in my stomach for Sandbox, but I'm only talking about work to Earn.
Work, Work, Work, etc. I'm sure you've all played some sandbox games (my world). Building a house that you like takes a lot of design and construction time, and if you hire someone else to do it, you give someone else the opportunity to work to earn.
In fact, this logic is more consistent with the concept of "play to earn", but it is doubtful whether the process is interesting enough to be called "play", so I changed it to "work" directly, because people are too lazy to work after all. Of course, some people enjoy the process, because human XP is free.
Representative Projects:The phantom of the galaxy, bigtime
Features:
1. There may be no such thing as gold farming, or the amount of gold farming may be pitifully small
2. NFT/ Token gains are huge
The best thing about these games is that they are of high quality, too much like mature AAA (dubious) games. Everyone saw good picture quality, began to cast, called GameFI2.0.
Yeah, pretty impressive. So? Gamefi2.0 because it's closer to the mature games of today? This is no different from reinventing the landline telephone in the age of mobile phones. If the current plan is better, why not play the current game?
Invest to earn For two reasons:
IXO can be used as a public fundraising tool to break private equity's monopoly on investment
Investment is about quality, everyone thinks so, so capital flows get faster and liquidity booms push asset prices higher
As a means of public fundraising, IXO has no problem even if it is only a pure game. As for simple crowdfunding, it is still feasible in the era without crypto, let alone after crypto.
"Investing in quality" is one of the reasons for the investment bubble, in the days of Gamefi1.0 the quality of games was so bad that everyone wanted to buy a game that looked good. It's like a primitive man who sees a bicycle and exhales, while a modern man next to him zooms past with a space shuttle.
However, considering that leeks (primitive people) have their own capital, if all leeks can form a consensus, liquidity is bound to expand. Even if we perceive that Gamefi's path forward is narrow, if we want to speculate, we should not miss the opportunity for "others" to form a consensus. After all, there is money to be made.
All right, that's it. I'll see you guys next time.
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