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Sky9 Capital Vincent: The next stage of P2E should be Play for fun & Skill to earn

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For chain games that are expected to operate for a long time and have a large daily activity, Play for fun & Skill to earn may be the way out for the next stage.
Original author: Vincent Niu (Partner, Sky9 Capital)


From the last cycle (2017/18), everyone has been exploring the possibility of blockchain games, until after DeFi Summer, the introduction of DeFi attributes Inspired by the token economic mechanism, GameFi, represented by Axie, ushered in a large-scale explosion. P2E has become the bible of all blockchain games.   


The various nested economic models, the balance/game between Token release and consumption, all designs are In order to prolong the life cycle of the "plate". Every user (including me) is enjoying the joy of "sucking blood" from the ecology until the day of collapse.   


Imagine, if such a model makes a product with a large DAU, such as 10 million DAU, everyone can complete it in the game You can get 20U for basic tasks, which need to produce 200 million US dollars a day and 6 billion US dollars a month. Is this possible?   


There are two essential problems, 


1. The incentive distribution model in the game is unreasonable 

2. Most of the users in the game are ecological blood-sucking users, not ecological blood-supplying users 


< p>For blockchain games that have the opportunity to become a long-term and big DAU, I think the way to evolve in the future is Play for fun & Skill to earn.   


Play for fun


Because of the playability of the game , most (50%-70%+) users are ecological blood donors. For them, playing this game is because of the content itself, and there is no such concept as a payback cycle. Even if the investment is greater than the return, this does not It does not affect their continuous playing of games, just like we play Web2 games with krypton gold.   


But at present, more than 90% of GameFi users are blood-sucking users, and they are just looking for products that maximize APY/ROI. The reason is that if these GameFis do not have the attributes of Fi, there are not many users who will play them.   


Skill to earn


For playing well in the game users (10-20%+), what they have completed is Proof of work (long playing time, high proficiency, deep game understanding, etc.). These users should be the core group in the Token economic incentives. Gradually improving the game level to get incentives, and being able to find comparable opponents to play a high-quality game is the greatest fun of the game.   


In most traditional games, only the top 0.1% or even lower proportion of players, by playing professional/anchor The /up master earns money indirectly from the game ecosystem as a profession, and almost 100% of the value flows back to the game company.   


< p>

At present, the basic framework of GameFi is based on the return model of invested principal, which means that the more principal you invest, the higher your income will be. Has little to do with the player's level of play. (A small number of games have rules similar to playing leaderboards to earn bonuses, but the scale is only a drop in the bucket compared to the total output of users' daily tasks)

< p aria-label="1 reply, 1 like" role="group" id="id__1nclvebw6ar">


I look forward to seeing that the playability is strong enough in the next cycle, Most players play for fun, and top players rely on their skills to earn big DAU for long-term games.   


Original text Link

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