Nice article Ryan. I am interested in seeing if you do more around Play to Earn and Axie Infinity. Would be open to cross collaborating with my weekly newsletter around investing early in this space.
A great overview you've laid out in this article! I'm interested in your take on what sustains a play-to-earn or play-and-earn game. A play-and-earn game generates monetary value for the player (in addition to enjoyment, but that value needs to be contributed to the economy via another channel. It could be a pay-to-win channel, or cosmetic purchases in which other players pay for the play-and-earn players' in-game time and effort.
really thanks Ryan for ur articles, so helpful and hope u excuse me to summarize it on twitter, from the points u listed, i would like to see more case studies, mid-successful games and the profits/revnue, the ways of it, the metrics make a game flourish and so on
Hey Ryan, this is super awesome intro to different game monetization mechanics.
I've only played FIFA and a few times Fortnight. For someone totally new to building games (it could making a real game or fantasy game), where do you start as the basics since there is a lot to unfold ? I wanted to make sure I know the basics and build the pillar on top of them.
sup fren Ryan, I hope to see more math around p2e with axie example
Player's growth brought axie's price growth, SLP price growth for breeding, and then they fallen
Now there is just sell pressure on SLP because i doubt that many people from Philippines would like to learn what is LP on ronin, governance and so on, so there is no circulation for SLP, isn't is like farm everything you can and leave?
Nice article Ryan. I am interested in seeing if you do more around Play to Earn and Axie Infinity. Would be open to cross collaborating with my weekly newsletter around investing early in this space.
A great overview you've laid out in this article! I'm interested in your take on what sustains a play-to-earn or play-and-earn game. A play-and-earn game generates monetary value for the player (in addition to enjoyment, but that value needs to be contributed to the economy via another channel. It could be a pay-to-win channel, or cosmetic purchases in which other players pay for the play-and-earn players' in-game time and effort.
If you time, can you do a case study on world of warcraft- the game design, mechanics, how players made gold, and other behaviours?
ANd keep up the wonderful work. Open to talking in dms on twitter as well. Thanks
really thanks Ryan for ur articles, so helpful and hope u excuse me to summarize it on twitter, from the points u listed, i would like to see more case studies, mid-successful games and the profits/revnue, the ways of it, the metrics make a game flourish and so on
Hey Ryan, this is super awesome intro to different game monetization mechanics.
I've only played FIFA and a few times Fortnight. For someone totally new to building games (it could making a real game or fantasy game), where do you start as the basics since there is a lot to unfold ? I wanted to make sure I know the basics and build the pillar on top of them.
sup fren Ryan, I hope to see more math around p2e with axie example
Player's growth brought axie's price growth, SLP price growth for breeding, and then they fallen
Now there is just sell pressure on SLP because i doubt that many people from Philippines would like to learn what is LP on ronin, governance and so on, so there is no circulation for SLP, isn't is like farm everything you can and leave?