Players naturally care about whether items can be resold. But if the clearest goal a game offers is simply “claim the rewards and sell them,” that’s probably a different question from whether it’s fun. Asset trading can make items easier to pass on, but it can’t answer the gameplay question: Why would I want to start another round? Without verifiable news about these games, I won’t make up updates, engagement figures, or revenue data.
Rolling 24 hours: $IMX -1.43%; rolling 24 hours: $GALA -1.38%; rolling 24 hours: $AXS +0.53%. These are changes in three spot prices, not player numbers, game revenue, or demand for items. The movements of the three currencies can’t explain one another, nor can they tell us which game is more popular or whether players are leaving.
The ability to resell assets addresses how items move. What really matters is whether it makes it easier for players to deal with items they no longer use, rather than adding a complex set of rules, pricing decisions, and trading risks. Are the items useful in the gameplay? Without trading, is the game’s goal still clear? These questions get closer to the product itself than “Can I cash out?”
Rewards can draw people in to give a game a try, but they don’t necessarily make them stay. The harder thing to verify is whether the gameplay remains appealing after the rewards are gone, and whether players have a reason to return. For now, all we can confirm are the prices; there’s not enough evidence about how the games are performing. Making money can be one thing players care about, but it can’t keep standing in for fun.
Rolling 24 hours: $IMX -1.43%; rolling 24 hours: $GALA -1.38%; rolling 24 hours: $AXS +0.53%. These are changes in three spot prices, not player numbers, game revenue, or demand for items. The movements of the three currencies can’t explain one another, nor can they tell us which game is more popular or whether players are leaving.
The ability to resell assets addresses how items move. What really matters is whether it makes it easier for players to deal with items they no longer use, rather than adding a complex set of rules, pricing decisions, and trading risks. Are the items useful in the gameplay? Without trading, is the game’s goal still clear? These questions get closer to the product itself than “Can I cash out?”
Rewards can draw people in to give a game a try, but they don’t necessarily make them stay. The harder thing to verify is whether the gameplay remains appealing after the rewards are gone, and whether players have a reason to return. For now, all we can confirm are the prices; there’s not enough evidence about how the games are performing. Making money can be one thing players care about, but it can’t keep standing in for fun.
