- Yes, I would be in a fresh start. I am claiming almost everyday my PARTs since the beginning and still enjoying it. Do not keep building on what is here if it does not mean something to you. Being alone in a project is very very hard, no wonder you could not keep going (should not anyway).
- See your account growing every time you connect and claim is the most important mechanism. I could even enjoy more GO in the last months, because I was progressing much faster in the leader board !
- Space rebrand is fine. I did not enjoy the Golem one anyway, did not join for it.
- Those remaining would most probably not make it to have a break even project if this is what worth it mean to you.
I will speak from my heart.
What you did with GO is absolutely amazing. I have come everyday for years and enjoyed it a lot every time. I never said it, but thank you so much for it !
It is amazing because you did it alone.
It is amazing because I still play it.
It is amazing because the game mechanics make you wonder what to do a lot.
It is amazing because you have short and long term targets.
It is amazing because it run on free blockchain transactions.
It is amazing because you mastered the tokens, the market, the NFT etc…
It is amazing because you created a great atmosphere to the game as a whole.
And I could continue like that. Thanks again for all of it ! I will probably play until you shut it down.
Here are a few thoughts that you may find useful:
- Play to Earn is fine and works. But the company running it should keep in mind what the real business model is. Like every game, it should be so much fun to play, so much that some people will want to spend money on it for this or that. Those spending money are the real customers of the company. The product the company sell ? It is a game, yes, but also a community of players that play for free with the customers. You have to understand that the non-paying players are a part of the product you sell to the customers (the paying players). This way, a chunk of the earning from the customers can be redistributed to the non-paying players and the company can still make money. This is play to earn. I have not seen it running fine anywhere on any blockchain by the way, ponzy and token dilution or bubbles seem to be too easy money for project leaders to remain with their feet on earth.
In GO, I am/was a part of the product. I think I generated between 100 and 200 USD from it from the beginning. I sold so many objects, SHARDs and PARTs. But I am a good player ! So your customers wanted to beat me and spent money on objects, SHARDs and PARTs you and I sold ! We both made money from it.
Keep in mind I was not there because I could generate money, but because I have so much fun playing. The extra earning would just make it even better.
What I mean is: you have to build a product for your customers, not for the players in general. The non-customers players will make a lot of noise, complain a lot. You should not listen to them, but to your customers need (they most of the time do not really know how to express their need by the way). You only have to keep some design margin in the game from your customers to make sure enough non-customers players stick around for your real customers to be happy and keep spending their money on the game. Let's put it like that: 80% of your work should go on making sure the customers will spend more and more money forever and ever, 20% will go to not dissatisfy the free players too much (a big enough amount of them should stay, they are the product remember). - Tokenomics. If you do not want infinite inflation, you need 2 mechanisms one to print, one to burn. The printing speed should depend on how fast the player base grows or shrinks. Same for the burning rate. The idea is that the circulating supply should be meaningful independently of the player base. Splinterlands is almost there with DEC, printed by burning SPS while burning from game/market actions, speed of burning/printing is not appropriate but still the basic principle is there.
SHARD as the only token is fine, just make sure it has a real need to get burnt, sometimes faster than printed !
Most importantly remember that SHARD function is a tool to satisfy the free players. SHARD being tradable on chain makes your game a play to earn. Many free players will farm it ! And this is good as long as their farming is building what the game offers as an experience to your customers. - I never had time to spend on Conquest in GO.
- Feel free to come to me anytime on discord to discuss any of this. I would gladly provide my opinion if it helps in any way.
- You should get surrounded with a few good people to work with you (I mean associates), being alone is too hard.
- Make sure you have a documentation or explanation for things. Not understanding what matters when spending PARTs or the mechanics behind it makes you feel uneven with better informed players.
I am really looking forward to see your new game project ! You are too fast and hard to follow, I did not comment this post yet but you already have a new one for the game ideas. This is too hard for me to follow… But makes every new project you work on so exciting !
I am probably willing to follow on any chain you see fit. Not sure to stay though. I really liked the idea you had at the beginning: lot of thinking, not spending a lot of time in playing (10-15 minutes a day is more than fine).
Good to hear from you. Wish you the best on your next project !
RE: Breaking the Silence: Where I've Been, What Went Wrong, and What Might Come Next