Phyrex
Phyrex|Apr 19, 2025 17:49
Coincidentally, as a private renovation contractor used by many large companies at that time, I can really answer this question. At the beginning, even major players valued GameFi's Game+DeFi capabilities. It is not difficult to imagine that in 2015, it was proposed that if World of Warcraft could directly buy and sell coins (not private OTC), but use the current mobile game recharge to buy game currency, it was indeed feasible and could increase game revenue in the short term, but at the cost of shortening the game's life. In the traditional Web2 gaming industry, this was a game that could not be played with any more familiarity, and the biggest problem at that time was that in-game props and equipment could not be officially repurchased, just like in Japan's Kashiwagi, where bead sellers and gift recyclers could not be the same entity. But in the cryptocurrency industry, this problem does not exist anymore. As long as liquidity is provided, perfect recycling can be achieved. Moreover, because they all use overseas shells and do not require version numbers or online documents, it is logically feasible. At that time, most game developers' concepts were transmitted from their own users to blockchain games. As a test of water. The greatest significance of putting games on the blockchain is to achieve an economic closed-loop, which is also a solution that many domestic gamers want to break through. While theoretically feasible, in reality, both the project team and players have overlooked an essential issue. The project team is here to make money, and the players on the chain are also here to make money. However, those who really play games can be ignored and forgotten. This is the beginning of tragedy. A game that has people playing because it can make money is completely different from one that has people playing because it is fun. World of Warcraft has a large number of players who have a demand for money because it is really fun, and the essence of chain games is to make money. Let's put it this way. The traditional gaming industry wants to make an excellent game, and the amount of money is not the same thing. Many independent games were made well in the beginning, but apart from products eliminated by big companies, the occasional few truly developed chain games are mostly non professional products developed by non professionals. The playability of this type of game is not worth mentioning, and the results have already been seen. Although the core of games that have been eliminated by big companies can still pass, the gap in users is too large. In the Web2 field, if the investment flow is $50 per active user, Web3 is about 5 times more. I am talking about active users. Who can resist this cost, and even active users are not real players, but earn money through advertising. Making money is the primary goal. What? You asked me to play a game? Sorry, I'm here to make money.
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