Jon Lai Profile picture
Sep 19, 2021 23 tweets 10 min read Read on X
Why do play-to-earn games work when real money trading in games has (mostly) not worked? 💸

What can @AxieInfinity @Diablo @EveOnline @CSGO learn from each other?

Thread 👇 proposing a framework for what makes play-to-earn work. Stay a while and listen =) Image
1/ First, a few popular games where real money markets worked and didn't:
- Didn't work: Diablo 3, Artifact, Star Wars Battlefront II
- Worked: Counterstrike, World of Warcraft, Eve Online, Genshin Impact
2/ Framework: play-to-earn / real money trading works when
- There are multiple paths to winning 🏅
- Inputs are tokenized rather than finished goods ⚒️
- Markets are decentralized 🧑‍🤝‍🧑
3/ Lesson: design games with multiple viable paths to victory 🏅

Critics of play-to-earn often focus on the games being pay-to-win. Yet pay-to-win only becomes a problem when there is only 1 way to win
4/ Diablo 3 is an infamous example of real money markets gone wrong. In D3, the core game loop is killing monsters for loot. While there is some PvP, the vast majority of players grind for loot as the only way they play the game Image
5/ So when D3 introduced a real-money auction house for in-game items, it broke the game. Players found it easier to buy items off the auction house vs killing monsters. Many players churned after “winning” and Blizzard soon shut down the auction house Image
6/ In @EveOnline or @Warcraft, there are multiple ways to play and “win” - you can fight other players, raid dungeons, or simply decorate your ship. As a result, though many players buy gold and items from others, it doesn’t break the game Image
7/ In a play-to-earn game like @zed_run there are also multiple ways to play, for example:
- Jockey: race horses to increase their value
- Breeder: raise a stable of prize horses
- Manager: rent horses to other players

Creating many jobs-to-be-done is key to healthy play-to-earn Image
8/ In a game with many jobs-to-be-done, there will be several distinct player pools. Good games can segment players and group them with like-minded folks. PvP games usually live or die by their ability to matchmake players of similar skill (and spend)
9/ Finally, don’t neglect “free” players. These are a game’s top of funnel and entertain the in-game spenders

In crypto games, top of funnel could be NFT-collectors or landowners. Make sure they have a great experience and a path to “win” as well - convert them to active play Image
10/ In @GenshinImpact, you can complete the game using entirely free characters and it’s a great experience. My favorite is Amber, a free pyro mage from the tutorial

Did it work? Genshin was the fastest game to gross >$1B revenue in just 6 months Image
11/ Lesson: focus on tokenizing inputs rather than finished goods ⚒️

While it’s tempting to make all powerful items NFTs and watch them trade for huge $ this hurts the game long-term. Rather design systems where finished goods need to be crafted rather than bought
12/ This has a few important effects: skill matters more - combat, crafting, and research into the metagame become essential skills to learn. Balanced well, a game can have skill-based play and pay-to-win loops coexist in harmony 🔥
13/ Take for example @CSGO - a high-skill player can consistently outplay opponents with vastly better guns. Likewise in @AxieInfinity, a high-skill player with the right strategy can defeat an opponent with better Axies Image
14/ Tokenizing inputs also reinforces the development of multiple jobs-to-be-done. Breeding Axies is lucrative in part because SLP is an input. The more players there are in the game, the lower SLP prices are, and the higher ROI breeding becomes - a self-reinforcing cycle Image
15/ Finally, it’s easier to balance the economy with tokenized inputs. In a true ownership model, players will naturally resist changes made to finished goods

Valve’s @PlayArtifact game failed in part due to difficulty rebalancing cards purchased with real money Image
16/ By changing the formula for inputs that go into finished goods, a game designer can balance the economy through a layer of abstraction. It’s similar to a central bank changing interest rates to control inflation vs directly setting prices 🏦
17/ Lesson: relinquish control to the community 🧑‍🤝‍🧑

Decentralized markets work better - let players self-organize, determine prices, and trade directly with one another
18/ When developers try to maintain control over in-game marketplaces, it usually backfires. One of the most downvoted comments in @Reddit history is EA trying to justify the price of goods in Star Wars Battlefront 2 to an angry community Image
19/ There’s a big difference between buying from a developer vs another player. When you pay the dev to unlock Luke Skywalker in Battlefront 2, it feels like a blatant cash grab. When you pay a player who has grinded 40 hours for that unlock, it feels like a fair trade 🤝 Image
20/ When control is truly handed to the community, amazing things happen. DAOs like @YieldGuild have built vibrant secondary marketplaces around renting in-game assets, empowering folks around the world to make more money as scholars than they did in their prior jobs
21/ Decentralization also leans into a core strength of crypto - the ability for ideas to flow from bottom-up vs top-down

@dhof's @lootproject is a great example of bottom-up innovation - the # and creativity of community projects being built around Loot is staggering Image
Wrap/ I’m very bullish on crypto games and think we’re still in the early innings. Lots to figure out still but there's also much play-to-earn developers can learn from prior games as they combine the best of both worlds

Would love to chat if you're working in the space!

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More from @Tocelot

Jul 19, 2023
thread/ the biggest opportunity for generative AI x games is unlocking new categories of play 🎮

we're seeing early glimpses of new AI-first games and the potential is massive. innovation > saving time or money

a few areas we're excited about 👇
a16z.com/2023/07/19/the…
1/ generative agents - apply LLMs to agents inside simulation games for incredibly lifelike behavior

sim games are popular. >70M people around the world play the Sims, where they manage the everyday life of virtual humans in an "interactive dollhouse" Image
2/ @joon_s_pk led a research team that applied ChatGPT to 25 Sims-like agents inside a virtual world

the emergent behavior was fascinating - over 2 days, the agents planned a Valentine's Day party and struck up new friendships & dates, all on their own Image
Read 23 tweets
Mar 21, 2023
1/ excited to share that @a16z is leading a $40M investment in @CCPGames and their new AAA game - set in the EVE Universe & merging 20 years of best-in-class game design with the latest in blockchain technology 🔥

a16z.com/2023/03/21/inv…
2/ years before the first blockchain, sci-fi MMO @EveOnline proved many of the core principles of web3

EVE is a virtual world in which every item from drones to dreadnoughts is player-made & tradable in an open economy. players self-organize into complex corporations & alliances Image
3/ since 2018, 50M+ EVE players have manufactured over 276 billion items and engaged in some of the biggest wars in games history

the Massacre of M2-XFE set a Guinness World Record for game wars, involving the destruction of over 3k spaceships (in-game value ~$378k USD) Image
Read 8 tweets
Feb 3, 2023
1/ games are unique in how new platforms (ex. mobile) grow TAM rather than cannibalize older platforms - take console:

@Sony just had a monster PS5 quarter 🔥
- 32M consoles sold to-date
- 7.1M sold last quarter (82% YoY growth)
- $9.7B games & network revenue (53% YoY growth)
2/ consoles are 📈 today despite growth in mobile gaming, and against a consumer recession

@ballmatthew has a great chart on how new game technologies drive net growth by unlocking new types of content (& thus bring in net new users)

this is unique vs other media (film, music)
3/ new platforms are thriving as well. VR headset sales broke records in 2021 and the Quest 2 is estimated to have sold >15M units to-date

Read 4 tweets
Dec 12, 2022
we're entering a new era in AI-first game creation ☀️

up to now AAA games like Red Dead Redemption 2 cost $500M and took over 3,000 people 8 years to make

with generative AI, small teams can ship at near AAA quality but at a fraction of the cost & time

a few thoughts 👇 Image
1/ as a fusion of art & technology, games are infamously complex & costly to build

@CyberpunkGame took a crack team of 500 developers over 9 years and ~$175M to ship, and was still widely panned at launch for being incomplete

nytimes.com/2020/12/19/sty…
2/ up to now, most game development has followed the triangle theory where a team can only "pick 2" from:
- scope
- cost
- time

building a big, immersive MMO with a small team? expect it to take 10 years

or speed it up by hiring more but it'll cost $$$ Image
Read 10 tweets
Oct 18, 2022
1/ generative AI will likely go big first in vertical communities like anime, games, D&D 🎯

while most folks are focused on film/tv, i think high-end creatives will be the last to adopt - too much existing tooling, inertia, unions etc

the fringe is where revolutions start 🤘 Image
2/ new innovations spread like wildfire through verticals with dense & passionate communities 🔥

- dense: each member has a high average # of connections
- passionate: members love talking about their affinity for a product
-> anime & games are good examples
3/ anime - entire communities have sprung up around 'jumon' or the best seed phrases for generating anime. AI is valuable here because anime is visually distinctive yet difficult to learn to draw

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Aug 23, 2022
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more 👇
a16z.com/2022/08/23/inv…
2/ we believe the next generation of virtual worlds will be built with interoperability as a core tenet, enabling players to own their identities & digital assets and take them wherever they go

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RPM provides developers a plug-&-play system for 3D avatars. Devs enjoy best-in-class avatar tech and get to market faster by focusing on their core product 🎯
Read 9 tweets

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