The recipe for making Web3 play-to-earn games (that don't suck).

If you've ever wondered why Web3 play-to-earn games have such short life cycles, you're not alone.

We haven't dabbled all that much in the space, but from the experiences we've had, this quote seems to sum it up perfectly:

"They're not games as much as they are financial speculation with the veneer of a game."

The 'secret sauce' everyone seems to be trying to create in the play-to-earn space is:

A game everyone will keep playing, regardless of earning potential.

Block Games CEO / Shatterpoint developer, Benas Baltramiejunas, has theorized a new recipe for Web3 play-to-earn gaming, and it goes a little something like this:

  1. The game should be free to play. No buying an NFT or game token to start.

    This forces developers to create other, more sustainable revenue streams - and stop relying on bringing new users in, in order to pay out the old ones.

    (I.e. No more ponzi schemes)

  2. The NFT items earned in the game are purely cosmetic - they don't give any competitive edge.

    This means all players, new and old, will start on an even playing field; being encouraged to develop skills through practice - not acquisition.

  3. The assumption should be made by developers, that most players won't have an interest in minting NFTs within the game.

    Which sounds counterintuitive - but it forces developers to design games that are (first and foremost) fun to play.

...ok, so how do the Shatterpoint developers plan to monetize?

Their theory is this:

If they can create a compelling game, where a handful of top players earn limited edition cosmetic NFTs each day → demand for these items will grow, and a market will be created.

Every time a player sells a cosmetic NFT, Shatterpoint will take a 2.5% fee.

Smart!

Watch this space.

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