If items can be resold, who exactly benefits? Players have more options for managing their assets, but buyers still have to decide whether those assets are useful. More importantly, asset circulation doesn't solve another problem: once the rewards are gone, what reason does the game give people to open it again? Without verifiable news about the app and retention data, I won't give the project a performance grade or pretend I've played it myself.

First, let's separate prices from product performance. Over the past 24 hours, $IMX -1.66%. Over the past 24 hours, $GALA -3.85%. Over the past 24 hours, $AXS -3.06%. These are changes in the respective spot prices. They don't mean that player numbers, game revenue, or demand for items changed in tandem, and there's no evidence that all three declines stemmed from the same cause.

“Can be sold” doesn't mean “people keep buying it,” much less that an item remains useful in gameplay. Incentives may attract people to try a game, but they can't by themselves prove it's fun; and without retention data, we can't conclude that nobody is playing. Being able to exit easily and wanting to keep playing are two different kinds of value. Don't let asset circulation do the gameplay's homework.

What I'd really like to see is what reason the game gives people to return when there are no rewards. Fun, earning money, and ease of resale are three separate considerations. To judge whether a product can retain players, we ultimately need to look at the gameplay and verifiable data on continued use. #游戏体验 #玩家留存 #DigitalAssets