What convenience does tradable in-game gear actually offer players? For sellers, it may provide another way to offload items they no longer use; for buyers, it may make it easier to find the items they want. But these are only general possibilities—they don’t mean that any of this has already happened in these games. What matters is whether the items genuinely serve the gameplay and whether the rules are easy to understand. If all that’s left outside the game’s objectives is the price, then even convenient trading may not make people want to play another round.
Rolling 24 hours: $IMX -3.57%. Rolling 24 hours: $GALA -2.81%. Rolling 24 hours: $AXS -4.95%. These are changes in three separate spot prices—not proof of player numbers, game revenue, or demand for items. And the fact that all three tokens are down doesn’t prove that the products of all three games are performing worse in tandem.
Rewards may draw people in to take a look, but they can’t answer the question, “Why come back?” Whether people keep using a game after the incentives fade requires evidence of retention; whether asset trading makes things more convenient depends on whether it solves a specific problem. There’s no verifiable news about applications or usage data at the moment, so I won’t announce updates, activity, or commercial progress on behalf of these projects, or pretend I’ve tried them myself.
Having fun and making money aren’t the same thing, and being able to trade doesn’t mean players will want to stick around. Rather than guess how a product is doing from token prices, I’d rather know how items fit into the gameplay—and, setting rewards and monetization aside, what reason players have to open a game again.
Rolling 24 hours: $IMX -3.57%. Rolling 24 hours: $GALA -2.81%. Rolling 24 hours: $AXS -4.95%. These are changes in three separate spot prices—not proof of player numbers, game revenue, or demand for items. And the fact that all three tokens are down doesn’t prove that the products of all three games are performing worse in tandem.
Rewards may draw people in to take a look, but they can’t answer the question, “Why come back?” Whether people keep using a game after the incentives fade requires evidence of retention; whether asset trading makes things more convenient depends on whether it solves a specific problem. There’s no verifiable news about applications or usage data at the moment, so I won’t announce updates, activity, or commercial progress on behalf of these projects, or pretend I’ve tried them myself.
Having fun and making money aren’t the same thing, and being able to trade doesn’t mean players will want to stick around. Rather than guess how a product is doing from token prices, I’d rather know how items fit into the gameplay—and, setting rewards and monetization aside, what reason players have to open a game again.
