Why do players come back after the rewards are gone? That’s a better test of whether a game is appealing than whether you can earn something from it. Rewards can get people through the door, but whether the gameplay is fun and the goals are worth pursuing depends on whether players keep participating. There are currently no verifiable updates on the app or player retention, so I won’t claim the project is doing well or pretend I’ve played it myself.
Over the rolling 24-hour period: $IMX -9.14%. Over the rolling 24-hour period: $GALA -6.13%. Over the rolling 24-hour period: $AXS -7.69%. These are changes in the respective spot prices, not player counts, game revenue, or demand for items. All three tokens falling doesn’t prove that players are leaving; and different declines certainly can’t be used to rank the gaming experience.
The ability to transfer assets sounds convenient, but being transferable doesn’t mean they’re easy to sell, let alone that the game is more fun as a result. Whether an item has a practical use, whether the rules are clear, and whether anyone is willing to take it over are what determine whether it can solve a problem for players. Without evidence of actual use or trading, we can’t present a potential feature as something that has already made things more convenient.
I’d look at three things separately: token prices, whether assets are actually being used and traded, and whether players continue to participate. The first is what we can confirm right now; why players stay after the incentives fade is still a question for the product and its usage data to answer.
Over the rolling 24-hour period: $IMX -9.14%. Over the rolling 24-hour period: $GALA -6.13%. Over the rolling 24-hour period: $AXS -7.69%. These are changes in the respective spot prices, not player counts, game revenue, or demand for items. All three tokens falling doesn’t prove that players are leaving; and different declines certainly can’t be used to rank the gaming experience.
The ability to transfer assets sounds convenient, but being transferable doesn’t mean they’re easy to sell, let alone that the game is more fun as a result. Whether an item has a practical use, whether the rules are clear, and whether anyone is willing to take it over are what determine whether it can solve a problem for players. Without evidence of actual use or trading, we can’t present a potential feature as something that has already made things more convenient.
I’d look at three things separately: token prices, whether assets are actually being used and traded, and whether players continue to participate. The first is what we can confirm right now; why players stay after the incentives fade is still a question for the product and its usage data to answer.
