If you've given even the tiniest amount of focus to the world of blockchain gaming you're probably familiar with a 3-letter term that has become the defining factor of the growing industry of gaming in recent years play to earn.
The first time the world heard of"play-to-earn" (P2E) games was because of Axis Infinity, the huge blockchain-based gaming giant that sought to give players real cash in exchange for their effort and time.
Blockchain game makers think there is still room for a new industry giant to emerge despite these hurdles. Additionally, it won't provide users with games that have overt play-to-win messages. A rising number of people in the blockchain gaming industry agree with Brazilian game creator Mark Venturelli that play-to-earn techniques are inappropriate in games.
So what will replace it? Play-to-own video games. It is thought that giving players true ownership of their in-game awards, objects, and characters is the way ahead rather than handing them monetary benefits as incentives to play.
Whenever a blockchain integration fails
Many players all around the world have been left holding the bag as a result of the play-to-earn approach. Players who have invested hundreds of hours into these games only end up with lost time and useless items when they are shut down and their community support wanes over time.
For instance, owners of the licensed NFT vehicles in F1 Delta Time, one of the market's oldest NFT games, discovered their utility had vanished when the game was abruptly shut down in April owing to licensing concerns. At least Hot Wheels could be played with. These NFT automobiles were no longer useful because there was no game nearby.
But from an optimistic standpoint, it's difficult to entirely blame the creators for F1 Delta Time's shortcomings. Games that want to serve as continuing live-service platforms for years after release have additional challenges with licenses. In terms of stability, you, unfortunately, can't go much worse than basing a whole platform and in-game economy on a licensed product.
The creators of NFT Worlds created the game using the (quite advanced) modifications framework for Minecraft. They must now create a game, much like their more successful contemporaries, Decentraland did.
Fortunately, Web3 moves quickly, and it appears that blockchain game creators are willing to test new ideas. The controversial project's new leadership has demonstrated some understanding of the larger blockchain gaming space, despite the NFTs space as a whole continues to be understandably skeptical of Pixelmon's tentative second attempt in life in the wake of the massive backlash faced following its first mint.
For instance, this time around, the new leadership of Pixelmon seems to be very cognizant of the increasingly unfavorable perceptions connected with play-to-earn games. Instead, it has turned toward play-to-own, which many creators in the industry firmly believe in.
P2E is No longer Used By Developers
But how does ownership relate to gaming? It's everything, according to WAX's Chief Gaming Officer Michael Rubinelli. In the world of web3 gaming, WAX has made a name for itself and emerged as a thought leader.
The play-to-earn gaming format was harshly criticized by Rubinelli in an interview with nft today, labeling it a "failed terrible experiment." Like Venturelli, Rubinelli is of the opinion that giving players the chance to win real money through gaming would ultimately make them the game's primary emphasis. rather than, you know, enjoying yourself.
"When a movement has the word 'earn' in its name, that is its exclusive goal," he remarked. Like everybody else, I'm just going to be concerned with the "earn" portion of it, right? And because of that, you'll draw in folks who are simply interested in making money. The push for [blockchain gaming] is seriously harmed by it. It really hurts.
It is awful, malignant, and poisonous. And it should come as no surprise that it will fail, as will everything that takes its lead.
From where does the hatred towards play-to-earn games come? In the beginning, it's about what bad actors do when they are in a game of play-to-earn. "Every project has a crater. The rug is pulled. They're terrible. occur because of people who are brutal and primarily focused on gaining for themselves, and perhaps a some to the player. The players who make money do it in a non-sustainable and unhealthy manner that results in scar tissue and negative feedback, and it's not going to ever be successful," he said.
The most serious players, Rubinelli claims, are developers who do not bother making their game entertaining rather, they focus their marketing efforts on the incorporation of blockchain technology in their name. "You must begin playing the game. It should be enjoyable to play. If the game isn't enjoyable What's the purpose? As in 'I'm not happy however, I play it. That is a job for me. This doesn't sound like the kind of video game. It's like a video-related job," he said.
A Successful Model
Ownership is a concept that gamers have been familiar with for many years, claims Rubinelli. Simply said, the traditional gaming sector hasn't caught up yet. Somehow. Rubinelli emphasized the background of one of WAX's major creators and the significance of his prior work while discussing the studio's most recent game, blockchain brawlers. Richard Garfield, the inventor of Magic: the Gathering, developed the game, dude. Since 1995, players have traded 22 billion cards in the game of "Magic."
Start off with that assumption," he suggested. Instead of shamelessly using promises of financial gain to recruit participants, WAX has instead built up a method that has been shown time and time again to succeed. "When you win things and lose things, it's your own stuff that you want to be lost. So when you lose it, you can win it back,” he said.
In an interview with NFT today, Norbury stated, "We think in great world-building, with your own style and subject that people can identify with and begin to develop their own stories inside it is vital." "We're not creating a sandbox game where you can create anything," the developer said. "Our purpose and strategy are when we consider the future. is that the community controls the game," the team stated. "It will produce things that are within a Shrapnel Universe."
Norbury in particular thinks that this next game will provide players a chance to express themselves through the making of in-game landscapes. similar to the immensely popular Halo Forge feature in particular. Norbury from the Halo series is hopeful that the gamers would make the most of the tool that Shrapnel will provide.
We think this may happen very fast, to the point where the great majority of the maps being played are produced by players. Our seasonal updates and our sample material will thereafter be little more than a brief blip on the radar. The CEO remarked, "This is how we'll know if we've done our job.
A $1 million concept
But what happens if a Shrapnel in-game map becomes popular? What if one of its participants occurs to invent the next game genre that defines the industry? They will control it, and overcoming obstacles to make it popular will be easier. Since some of the most-played games in the world began as modifications of well-known games, Norbury and Rubinelli have both displayed a deep awareness of this prospect.
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