Prediction: virtual economist will be one of the most in-demand jobs of our time πŸ‘©β€πŸ’ΌπŸ”₯

As web3 grows and games become virtual economies where millions live and work, designing systems where users feel rewarded for time spent will be a critical skill

Short thread πŸ‘‡
1/ Balancing virtual economies with lots of people is really hard. Beta tests don't capture large-scale behavior, and humans are really good at exploiting loopholes - just see the recent @wolfdotgame exploits that forced the devs to rebuild the entire game
2/ Even without NFTs, well-intentioned economic systems go awry. Amazon's new MMO @playnewworld suffered from deflation - in-game activities didn't reward players with enough gold and so folks stopped spending

Result: game asset prices crashed, the economy grinded to a halt πŸ“‰
3/ FPS game #HaloInfinite is another case study. The game monetized through a battle pass where players unlock rewards by completing stingy & sometimes esoteric challenges

Result: players boycotted an otherwise great game

4/ Yet folks do exist that can craft well-oiled economies - @EveOnline @Warcraft have monetized fans for decades thru many cycles

@FortniteGame has the industry's best season pass and regularly hosts events where players buy limited-time virtual goods and feel great about it πŸ›οΈ
5/ These rare folks - game designers fluent in free-to-play systems and newly conversant in web3 - will become architects of the brave new worlds where we will live, play, and work in the future

If you're one of these designers - DM me! We have lots to build πŸš€

β€’ β€’ β€’

Missing some Tweet in this thread? You can try to force a refresh
γ€€

Keep Current with Jon Lai

Jon Lai Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @Tocelot

16 Nov
Some news: I'm taking on a new role as GP @a16z! I'll continue investing in games & crossover verticals (social, web3)

Huge thanks to @andrewchen and an amazing consumer team for supporting me over the past 2yrs. I'm also stoked to welcome @gwertz to the team! πŸ§΅πŸ‘‡
1/ Why games? Games are a lifelong passion for me - growing up in a rural small town, games were where I found friends, status, and a bigger world of opportunity

In 2012, I was lucky enough to land a job in games as a PM @RiotGames and have never looked back
2/ Games are also largely misunderstood by investors - most think of games as entertainment, yet they've evolved to be so much more

Today games are social networks @fortnitegame, creator economies @roblox, jobs platforms @axieinfinity & more -> building blocks for the Metaverse
Read 6 tweets
5 Nov
I'm thrilled to announce that @a16z is leading the Series A for Core Loop, a new game studio innovating at the intersection of web3 and the MMO genre with their project @WorldEternalMMO πŸ”₯

a16z.com/2021/11/05/inv…
1/ Core Loop is led by industry veterans @Crash_Universe @Dchao, who were formerly CTO @MachineZone and lead designer @GREEgames, respectively. Together they've built an impressive game prototype and dev team in a short period of time
2/ We believe the next generation of MMOs will combine the best of systems design from traditional MMOs, with web3 powered virtual economies built on true ownership - Core Loop is leading the way and we couldn't be more excited to work together
Read 4 tweets
6 Oct
Play-to-earn games like @AxieInfinity have introduced a brilliant new endgame: the management sim

There are more jobs to be done in a P2E game than ever before. Player, manager, scout, breeder, coach etc

Thread πŸ‘‡ on my journey from player to manager in @AxieInfinity Image
1/ Historically most folks think of games as an activity to complete - "I beat the game"

Free-to-play games can extend player lifetimes through updates and events. Yet eventually power users reach the highest level - the "endgame"
2/ With some rare exceptions, most endgames are pretty boring - players do a set of repetitive activities (ex. raiding, PvP) for decreasing marginal gain. Players slowly churn until the next game comes along Image
Read 10 tweets
19 Sep
Why do play-to-earn games work when real money trading in games has (mostly) not worked? πŸ’Έ

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

Thread πŸ‘‡ 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 πŸ…
- Inputs are tokenized rather than finished goods βš’οΈ
- Markets are decentralized πŸ§‘β€πŸ€β€πŸ§‘
Read 23 tweets
15 Jun
The future of games is instant ⏱️

A new generation of instant games is melding the accessibility of Flash games with the performance of native apps. These games are poised to reshape the market for both players & creators 🎨

But wait, what are instant games? Thread πŸ‘‡ Image
1/ Instant games are games instantly playable within a browser or message without downloads / installs

First popularized by Flash games in the 2000s, there are more instant game platforms today than ever: @FacebookGaming @XboxGamePass, Snap Games, iOS AppClips, Wechat Miniapps
2/ Modern web tech enable 3D games to be rendered in-browser and run at scale in near app-native performance today. The days of laggy HTML5 apps are long gone

Mojang recently launched @Minecraft as a full multiplayer web game Image
Read 11 tweets
1 Jun
Games have some of the best onboarding flows

'Time-to-fun' is a key metric in game design relevant for all software. As apps that compete for free time, games deliver value quickly & unpack complexity slowly 🎒

Thread πŸ‘‡ on onboarding best practices from games Image
1/ Time-to-fun is how long it takes a product to deliver value (h/t @ibjade)

Top mobile games have TTF <60secs. Longer TTF = greater risk users churn to social media, netflix etc

High utility apps (ex. email, banking) can have high TTF, but shorter still better. Users are busy!
2/ Take Tencent's @PlayCODMobile (>300M downloads) for example:

Upon opening the app, users enter a name and are immediately parachuted into action. No account set-up, cutscenes, or customization options (revealed later). TTF is measured in seconds ImageImage
Read 13 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us on Twitter!

:(