We are used to seeing YGG as a 'gaming guild', but the more I observe, the more I feel that it resembles building a Foxconn of the digital age. Not that assembly line factory, but rather the invisible giant that standardizes and scales dispersed production capacity, ultimately defining industry interfaces.

1. YGG's 'production line revolution': from renting equipment to creating assembly lines

The early 'scholarship' model of YGG was like renting high-priced CNC machines (NFTs) to individual workshops. But the current YGG is doing something heavier and smarter: it has packaged its validated game operation processes into a set of 'standard operating procedures'.

For example, the recent release of (LOL Land) by YGG Play, in my opinion, the key is not how fun the game is, but that it has become YGG's trial production line — the user growth, economic balance, and revenue distribution model that run smoothly on this line can be quickly replicated to other cooperative games in the future. This is like the quality control processes accumulated by Foxconn for Apple, which later became the manufacturing standard for the entire consumer electronics industry.

Two, Soulbound Tokens (SBT): The 'work ID' on the digital assembly line

The SBT (Soulbound Token) promoted by YGG, many people do not understand its deeper meaning. It is not just a record of achievements, but is trying to do one thing: to establish a verifiable resume for the 'digital workforce' of Web3.

Imagine a Filipino player earning revenue through YGG in Game A, completing community tasks in Game B, and these experiences are recorded on-chain through SBT. In the future, when he looks for a Web3 job (whether in gaming or other DAOs), this resume becomes his credit asset. What YGG is doing is actually defining the 'work experience' standards in the digital world — this is much more powerful than simply issuing salaries.

Three, SubDAO is not a subsidiary, but a 'flexible production unit'

Many people understand YGG's SubDAO as local branches, but I think a more fitting analogy is the 'special production lines' established by Foxconn in different regions.

YGG SEA focuses on localized operations in Southeast Asia, just like a production line dedicated to producing a specific model of mobile phone; while YGGSPL specializes in Splinterlands, resembling a high-precision parts production line. The key is that these SubDAOs share YGG's underlying protocols (guild management, asset custody, revenue distribution), but can flexibly adjust strategies based on the local market — the combination of standardization and localization is the core competitiveness of modern manufacturing.

Four, risks are hidden in the paradox of 'standardization'

Of course, there are hidden reefs on this road:

1. The non-standard characteristics of the gaming industry: Good games often need to break the standards, and overly procedural processes may stifle creativity.

2. Dependence on manpower: Foxconn relies on worker discipline, YGG relies on player enthusiasm — the latter is much more fragile.

3. Competition at the protocol layer: If other guilds introduce more flexible guild protocols, YGG may be 'bypassed'.

Five, focus points for 2025: Watch how YGG balances 'factory' and 'laboratory'

In the next six months, I will pay special attention to:

· The second and third games released by YGG Play, are they simply replicating the model of the first game, or is there iterative innovation?

· How many external games have begun to actively adopt YGG's guild protocols? Has the proportion of protocol revenue increased?

· Does the application scenario of SBT break the boundaries of gaming and enter a broader Web3 work scene?

YGG may not become the most dazzling 'brand', but it has the opportunity to become the indispensable 'foundation' in the Web3 ecosystem — just like Foxconn is to consumer electronics and Cainiao is to the logistics network. What it is solving is actually a more fundamental question: when digital labor becomes the norm, how do we scale its organization, verification, and incentivization?

This is not a story about 'making money by playing games', but an experiment about production relations in the digital age. And in all experiments, what is often the most valuable is not the product, but the verified production methods.

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