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@
https://warpcast.com/~/channel/ted
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ted (not lasso)
@ted
if you spend any amount of time playing around with consumer apps, you will recognize there are endless pseudocurrencies used to drive engagement and retention: coins in Duolingo, Reddit karma, TikTok gifts, robux in Roblox, gold bars in Candy Crush, bits in Twitch, stars on IG, etc. almost all of these can be bought with fiat. a few of these let you cash out as a user (e.g. creators can redeem tiktok gifts for or cash out robux via devex). and none of them natively allow peer-to-peer trading of their pseudocurrencies. and people love them and buy and spend them daily. 🤔
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Steve
@sdv.eth
The buyers are no different than the ol 90/9/1 social posting ratio. iirc it's like 1% of players account for over 50% of micro transaction volume. I think most game economies have avoided cash outs as it becomes a regulatory nightmare since luck based games edge toward gambling. Skill games like first person shooters tend to avoid pay to win as it ruins the experience for everyone, and instead focus on vanity cosmetic upgrades which have no secondary market since they're often unlimited in supply. MMORPGs like WoW and Diablo historically have had in game items exchanged for fiat secondary markets but I think they're usually against ToS and subject to banning if caught. All this to say that yes game economies do incite players but game studios are happy taking 100% of the cut, and players getting paid to play is a great misconception of why people play games (it turns into a job, ruins the fun)
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ted (not lasso)
@ted
great context, didn't know all of that. on your last point - same with content creation; people think content is super fun and it is until you realize how hard you have to work to get paid to do it - even when the platform doesn't take 100% of the cut!
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nomygod
@nomygod.eth
one of my accounts got banned for selling wow gold 💀
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Quin
@quincredible.eth
This is exactly what makes me giga-skeptical every time crypto gaming proponents tell us publishers should be using crypto and NFT's, and that it's what players want. I'm not saying they never will (Soneium?), but what makes us think they're willing to give up their 100% cut of in-game economies, or that they're comfortable forcing players to think about volatile pricing and tax impacts? (Talk about a fun killer.) Look at the way this has played out in crypto-first gaming in the last few years, would multi-billion dollar companies take on that kind of risk? Doubt.
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czar
@czar
I never really internalized why digital goods that provide utility (like cosmetic upgrades in games) need to be scarce. Marginal cost of producing another digital good is zero. So one should be making infinity of them available. There in lies my gripe with scarce utility NFTs.
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@unbias
it was a kyc thing for gaming companies. Financial fraud and money laundering.
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