A question asked by many gamers, investors and speculators. For the most part, the industry has the basics figured out, but what's next?
Here is all you need to know about our approach and how we solved the most prominent issues. #P2E
/2
Full disclosure, we have spent countless hours analyzing different approaches but were heavily influenced by the works of @VaderResearch and @spacepixel in particular.🙌
/3 🛑Problem 1:
Game NFTs can automatically earn X amount of tokens daily. UBI style. #NFT
Coupled with an unlimited supply and the token mint doesn't require any economic buy-in by the player.
Juicy returns but inevitably hyperinflation kicks in and the party is over.
/4 ✅Gravity Solution 1/2:
Game entry is free for players, however player earnings require buy-in in the form of in-app purchases. Fundamentally in our game, not every player is going to have a profitable gaming experience. #P2E
/5 ✅Gravity Solution 2/2:
Single token model with a capped supply. Players earn in both $USDT and $GRAV as long as there are is consistent in-game spending and a minimum percentage of circulating supply staked.
/6 🛑Problem 2:
Game economy is only sustainable as long new players join the ecosystem.
✅Gravity Solution 2:
Rewards are tied to player retention rather than player count. Economy works as along as players are interested in spending on in-game items & cosmetics.
/7 🛑Problem 3:
Unlimited token supply leads to a death spiral where it's a race to zero with an uncapped inflation rate.
/8 ✅Gravity Solution 3:
A dynamic inflation rate that is a function of in-game spending & staked supply. If player engagement decreases, inflation rate will adjust down.🎈
Everything is designed around economic health taking into account both spenders and savers (stakers)
/9 🛑Problem 4:
Token sinks are inflationary.
Player spends 300 tokens to earn 3000 with no cap.
✅Gravity Solution 4:
Token sinks are both in/deflationary.
The inflationary sink of spending $GRAV for cosmetics, CP & PN will increase the player rank in the leaderboard to earn.
/10
However, as $GRAV has a maximum supply, $GRAV eventually switches to a purely deflationary model as 20% of all GRAV spent in-game is burned.🔥
/11
In-game spending does not necessarily guarantee player rewards. As they must spend time and effort gearing up their Hero and ensuring a high enough rank.
Some players will not earn back their spending in GRAV. Which is a good thing. #GameFi
/12
Rewarding players who are both valuable economically and in the form of their sweat equity (grinding and gearing their Heroes, completing quests, Ascending their Loot etc.)
/13 ☑️ Conclusion:
We have spent countless hours studying and learning from the past #P2E cycle while looking for a way to incorporate the best trends from web2 mobile games (a lot to learn from Asia on this front, AFK Arena comes to mind...) to this burgeoning space.
/14
Fundamentally, we believe that the path of least resistance in #Web3 , for the next cycle, will still be somewhat passive gaming or HYBRID-CASUAL games that are somewhere on the engagement spectrum between Candy Crush (hyper-casual) and Warzone 2 (max engagement)
15/15 🧵
Coupling that with a robust economic model, we believe, will deliver both gamers and the industry as a whole the most engaging and rewarding experiences.
We are beyond excited to be a part of your journey!💙
Stay tuned for our launch! #WAGMI
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The demo will have between 2.5-3 hours worth of content from the single player campaign mode. Players will be able to try out all 6 classes and reach up to Level 10.
Please, fill up the form above to be considered. We are looking for avid gamers, content creators as well as anyone who is passionate about the space.
P.S. Tag your favourite creators below and we will select a few of you guys for GTD access!