Rewards can bring people into a game, but that doesn’t mean the game will keep them there. For ordinary players, the biggest question is: once the rewards are gone, is there still a reason to start another round? Tradable items might make it easier for sellers to offload things they no longer use and give buyers another place to look; but that’s only a general idea of convenience, not proof that any particular game has become more fun as a result. Whether items are integrated into the gameplay and the rules are clear is what determines whether they’re actually useful.
Rolling 24 hours: $IMX -2.86%. Rolling 24 hours: $GALA -1.46%. Rolling 24 hours: $AXS -3.63%. These are the respective changes in the spot prices of three assets, not proof of player numbers, game revenue, or demand for items; nor does all three currencies falling mean that the product performance of all three games has declined in tandem.
Having fun and making money are two different things, and being tradable doesn’t mean anyone is willing to stick around. Rewards can give people a reason to try a game for the first time, but lasting gameplay value is what might bring them back; assets can change hands, but it also matters what problem they actually solve. There’s currently no verifiable application news or usage data directly related to these three assets, so I won’t make up version updates, engagement figures, or commercial progress for the projects, or pretend I’ve tried them myself.
Rather than guessing how a game is doing from its token price, I’d rather know how the items support the game’s goals—and, setting rewards and monetization aside, what other reason do players have to come back? Prices can show that they’ve changed over this period, but they can’t answer whether the product is any good.
Rolling 24 hours: $IMX -2.86%. Rolling 24 hours: $GALA -1.46%. Rolling 24 hours: $AXS -3.63%. These are the respective changes in the spot prices of three assets, not proof of player numbers, game revenue, or demand for items; nor does all three currencies falling mean that the product performance of all three games has declined in tandem.
Having fun and making money are two different things, and being tradable doesn’t mean anyone is willing to stick around. Rewards can give people a reason to try a game for the first time, but lasting gameplay value is what might bring them back; assets can change hands, but it also matters what problem they actually solve. There’s currently no verifiable application news or usage data directly related to these three assets, so I won’t make up version updates, engagement figures, or commercial progress for the projects, or pretend I’ve tried them myself.
Rather than guessing how a game is doing from its token price, I’d rather know how the items support the game’s goals—and, setting rewards and monetization aside, what other reason do players have to come back? Prices can show that they’ve changed over this period, but they can’t answer whether the product is any good.
