Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Play-to-earn Mechanics
Bond
Member, Alpha One, Alpha Two, Early Alpha Two
Okay, hear me out.
What is “play-to-earn”?
PTE is a new design mechanics at the intersection of crypto and gaming: users are given tokens in exchange for some in-game activity, and these tokens can be used for valuable in-game uses or traded for real world money.
Even the wild success this method has enjoyed in recent months - e.g. Axie Infinity - comes without the core game actually being that enjoyable. I think this is Ashes’ opportunity to seize.
Isn’t this just p2w by another name?
No. It could be, but if those valuable in-game uses for tokens were restricted to current monetization (I.e. cosmetics, subscription fees), then it is effectively the same in this regard.
Why do this? What are the main pros cons here?
Pros:
- Creates a strong user acquisition flywheel
- Massive revenue driver (studio-reserved tokens increase in price as demand goes up, supply decreases/stagnates)
- Retention driver (incentivizes power usership)
- Lucrative for community alongside studio
- If industry shifts this way eventually, will have a lead and/or not be cannibalized by those offering this
Cons:
- Technical overhead
- Legal overhead
- Additional hires
- Communication to new users
What form could this take?
This is really the art of it, and takes a lot more discussion than this quick post. But, for e.g.
- Embers are turned into an ERC20 token
- User accounts are linked to Ethereum wallets
- Embers - as now - can be spent on cosmetics and subscriptions
- Embers are earned by playing the game (whatever activity Intrepid wishes to incentivize, or simply passively for active playtime)
- Above perhaps dynamically tethered to amount spent in-store by users on that day/week/etc
- Embers are listed on a decentralized exchange (e.g. through an IDO with SushiSwap’s MISO platform or similar), so users can trade for real world money
- Embers have a supply cap and/or deflationary mechanisms (e.g. x% of purchase cost is burned)
- Studio and team have own store of tokens that forever increase in value as demand increases and supply decreases/remains constant
TL;DR
An idea for Intrepid to make money by making users money.
Obviously we are literally testing download/install and client/server performance right now, so there is more than enough on the teams plate as-is. Yet, there is a significant early-mover advantage to thinking about this sooner rather than later.
Thoughts?
What is “play-to-earn”?
PTE is a new design mechanics at the intersection of crypto and gaming: users are given tokens in exchange for some in-game activity, and these tokens can be used for valuable in-game uses or traded for real world money.
Even the wild success this method has enjoyed in recent months - e.g. Axie Infinity - comes without the core game actually being that enjoyable. I think this is Ashes’ opportunity to seize.
Isn’t this just p2w by another name?
No. It could be, but if those valuable in-game uses for tokens were restricted to current monetization (I.e. cosmetics, subscription fees), then it is effectively the same in this regard.
Why do this? What are the main pros cons here?
Pros:
- Creates a strong user acquisition flywheel
- Massive revenue driver (studio-reserved tokens increase in price as demand goes up, supply decreases/stagnates)
- Retention driver (incentivizes power usership)
- Lucrative for community alongside studio
- If industry shifts this way eventually, will have a lead and/or not be cannibalized by those offering this
Cons:
- Technical overhead
- Legal overhead
- Additional hires
- Communication to new users
What form could this take?
This is really the art of it, and takes a lot more discussion than this quick post. But, for e.g.
- Embers are turned into an ERC20 token
- User accounts are linked to Ethereum wallets
- Embers - as now - can be spent on cosmetics and subscriptions
- Embers are earned by playing the game (whatever activity Intrepid wishes to incentivize, or simply passively for active playtime)
- Above perhaps dynamically tethered to amount spent in-store by users on that day/week/etc
- Embers are listed on a decentralized exchange (e.g. through an IDO with SushiSwap’s MISO platform or similar), so users can trade for real world money
- Embers have a supply cap and/or deflationary mechanisms (e.g. x% of purchase cost is burned)
- Studio and team have own store of tokens that forever increase in value as demand increases and supply decreases/remains constant
TL;DR
An idea for Intrepid to make money by making users money.
Obviously we are literally testing download/install and client/server performance right now, so there is more than enough on the teams plate as-is. Yet, there is a significant early-mover advantage to thinking about this sooner rather than later.
Thoughts?
0
Comments
Any MMORPG that does this in the future, I will never support.
There will be No Real Money trading in this game..... Not for Ashes...