How has the ecosystem of Loot and Rarity developed a month after it became popular?
In early September, Loot and Rarity quickly became the most popular NFT projects in the market within a few days, and their composability brought unlimited imagination. So one month after the launch, what has the Loot and Rarity communities “built”?
On August 27th, the Loot project was born. With its full imagination and scalability, industry professionals hailed it as “NFT paradigm shift.” One month after the release of Loot, similar NFT projects continued to be born. They all had ambitions to start from “components” to create a potential “meta universe”. Before, there was Fantom imitation disk Rarity, and then recently popular MekaVerse. But among the many players, it is still Loot and Rarity who really started the practice.
Andre Cronje (hereinafter referred to as “AC”) created Rarity’s original contract on September 5, and Rarity has developed rapidly since then. In addition to AC’s own active operations and constant reposting on Twitter, community developers have created a variety of interactive interfaces and derivative markets. Up to now, the total number of independent holders of Rarity’s summoners has reached 170,000.
On the Loot side, although the popularity of Twitter discussions has dropped significantly since September 9th, and decision-making was once blocked, the construction of old projects is still advancing. According to Opensea data, Loot’s 24-hour trading volume on October 9th has dropped to $620,000 (175 ETH ), a decrease of 99% from the peak. Loot’s floor price on Opensea has also fallen to 4.95 ETH recently.
The Coinbase Ventures column mentioned: “People are interested in Loot not because of what kind of NFT they are, but because of its possibility.” In other words, the value of Loot, Rarity or any other similar NFT project depends essentially on the community. Whether the ecology built on its foundation is prosperous.
So one month after the launch, what has the Loot and Rarity communities “built”?
Rarity has at least 6 UI interfaces, and the Loot ecosystem stagnated for a while
The concept of Rarity is inspired by Dungeons and Dragons. Players only need to pay Gas fees to create a total of 11 types of “Summoners”, earn XP experience points through adventures every day, and then upgrade, acquire skills and spells, etc. But at the beginning of its creation, Rarity had no front-end, just a string of smart contract codes written by AC. The so-called “play” method is to interact under the contract and send receipt information.
One of the UI interfaces of Rarity Ecosystem
Two days after its release, Rarity has the first front-end interface created by community developers, which greatly reduces the barriers to participation for players. So far, Rarity has at least 6 different UI interfaces, in addition to 2 trading markets, as well as derivative maps, simple games, etc.
According to player Damon, the current gameplay of Rarity is very basic, including upgrades, monsters, casting equipment, etc., but “the development speed is very fast, and more and more developers are expanding the game based on their own understanding.” A large trading market launched earlier, now has a lot of trading volume, and developers have begun to earn income.
The earlier Mint (casting) summoner with the highest number, “sold tens of thousands of pieces, it’s normal,” Damon said. For developers, in addition to charging fees, the front-end provides functions such as automatic risk-taking, and can also earn income.
Damon said that because he has been playing Rarity recently, he is interested in developing games and is learning the contract code. In Rarity’s Discord group, members from time to time said “this is a good opportunity to learn Solidity and Web3”, “I am trying to learn the Solidity programming language” and so on.
“This is the first real community-driven blockchain game. It is also a pleasure for everyone to write the game together,” Damon said.
As of now, raity.game data shows that players have created a total of 4.03 million summoners, and the total number of independent holders is about 170,000.
In contrast to Rarity’s popularity and playability, it is the Loot community where project updates were once stagnant.
The construction speed of the Loot ecosystem was once famous for the summary map of derivative projects released by the Twitter account @lootproject on the fifth day of Loot’s birth. At that time, community members mostly developed tool applications such as scarcity viewing and visualization. One month after the release, Loot’s derivative projects were rich but the level of development was still low. In terms of ecological complexity, community member Hill compared the current stage to “paramecium.”
The trading markets Lootmart and Loot Exchange are two derivative projects that went online at the end of September. Among them, Lootmart allows Loot holders to split Loot packs containing 8 types of equipment into independent NFTs and exchange items with other Loot holders. Each item is equipped with AI-generated images. Loot Exchange is a community trading platform that supports platform native orders and OpenSea orders, of which 1% of the transaction fee is charged and donated to the community vault.
In late September, the renewal of Loot’s ecology stagnated for a while. At that time, most of the active posts in the Loot community forum loot.talk were related to tokens and community governance, rather than new project development. Hill said that at the time, the Loot community was less popular because of the stagnation of community decision-making.
According to him, the important issue for the Loot community at the time was the destruction of Loot contract keys by Loot founder Dominik Hofmann and the decision on how to deal with the more than 200 “founder Loots” held by Dom. Although the proposal to destroy the Loot contract key has been passed, it still needs to be executed by Dom himself. Dom previously said that he was in the honeymoon period and rarely showed up.
The aforementioned decision-making dilemma has changed recently. Dom himself initiated a proposal to transfer the 200 owner loot bags he holds to the community vault on October 3rd. As of October 11th, the proposal has been passed successfully, and the Loot contract key will follow soon. destroy.
After community governance has gained some certainty, project updates in the Loot community have also accelerated significantly. Hill introduced that the two derivative projects that have recently become popular in the Looot community are Treasure and Genesis Project. Treasure provides the function of Yield Farm, which supports users to mortgage Loot, AGLD, etc. to provide liquidity and obtain income.
Genesis Project is an “old project” that has a certain degree of enthusiasm at the beginning of Loot’s release. The creative team believes that there are 16 kinds of “primitive” orders hidden in Loot’s random distribution rules. Loot holders can carry out a “Restore Loot Universe” based on clues. “Order, Resurrection and Resurrection of the Founding Adventurer” game, and the game will be developed in a trustless and collaborative manner instead of competition. Some users think this game is a good entrance to learning Web3. Currently, the project has been updated to Chapter 3.
In addition, Dom himself is also recently developing a puzzle-solving and adventure-themed decentralized game for Loot, More Loot and synthetic Loot holders. However, the game currently only announces the theme description and has not been officially launched.
Despite this, Loot prices have not rebounded significantly in recent days. But Hill believes that the process of falling Loot prices is also a washing up for speculators. “This kind of constant falling and constant washing up is a good thing for community building.”
Two collaboration states: AC dominates Rarity, Loot decentralized development
Rarity’s efficient advancing speed can be attributed to the active operation of AC himself and the Fantom team behind it to a certain extent.
After AC creates the original contract, it updates the core module code of the game such as items and casting equipment from time to time in the code base. On September 13, AC also announced on its blog that it would provide a bounty of up to $100,000 for Rarity’s ecological builders. The rewards include expanding Rarity content (name, forest, etc.), UI development, and integrating Rarity into another game. And develop a complete game based on Rarity.
In addition to controlling the game’s core code design, AC himself will also screen derivative projects created by the community.
Rahim, an active developer of Rarity, introduced to the “chain catcher” that AC will consider whether the new project meets Rarity’s larger vision afterwards. If AC “recognizes” a new project, he will repost the project on Twitter and write it down. His Github. New projects suspected of “cutting leeks” are not recognized by AC. If some new projects have not yet been launched on the front end, players will need to pay for items.
In late September, a module project called “RAR” had previously released airdrops to some players, but it had a cap of 21 million. Rahim said this actually violated Rarity’s vision of becoming an “unlimited game world.” Dscord history records show that on September 21, AC announced on the public channel that any RAR-related topics afterwards will be banned or banned.
In fact, in addition to the originality of the idea, the difference in collaboration is the important difference between Loot and Rarity.
Loot founder Dom has declared that this is an “experiment” since the launch of the project, and people can use Loot to do whatever they want. In an interview with technology columnist Casey Newton, Dom also said that he will act as “just another builder”, looking for new ways to iterate and expand Loot.
According to the chain catcher’s observation, Dom himself will go online from time to time in the Loot Discord community to answer, discuss technical issues, or propose his own solution suggestions.
In the summary column of the derivative projects of the Loot Discord community, the administrator also reminded: “There is no such thing as an’official’ derivative-this implies that Loot’s original team is involved. On the contrary, these are created and operated by the community. “
As far as the types of derivative projects are concerned, the Loot community encourages content other than games such as illustrations, novels, and music, while the Rarity community almost expands around a single type of games. Source: LootTalk
In terms of the impact of collaboration on the future ecology, Hill said, “Rarity’s imagination is actually largely limited by AC’s own imagination . ” In his opinion, Loot is unlimited and purposeless, but Rarity is not.
Damon believes: “Rarity is currently fragile, so a centralized decision is needed.”
Entry barriers and construction costs-two major problems in the Loot ecosystem
Perhaps Rarity is predictable, and Loot is indeed a bottom-up “experiment” as it claims.
Right now, the barriers to entry and Ethernet Square, higher fees are the main network Gas Loot community is trying to solve two problems. Even if Loot’s floor price drops to 4.95 ETH, its cost is as high as 18,000 US dollars, and there are only 8,000 in the world.
Coinbase Ventures believes that how to introduce incentives to attract more potential players and developers who do not hold Loot is the core of Loot’s ecological development.
Hill is also a member of the Loot community governance token Adventure Gold (AGLD). He and his friends in the AGLD community are trying to establish an economic model for AGLD so that AGLD can provide economic incentives for the Loot community.
Hill believes that among the many incentives, creating an economic system is a more sustainable option. He said: “Assuming we have an economic system, then there will be other entrepreneurs who think that now this is a huge Loot community, and the Loot community is a group of people with income. They will feel that there is an opportunity to make money, then this At that time, even if this person does not have Loot, he might want to develop a game.”
Currently, Hill and his colleagues’ proposal is being refined and has not yet entered the formal decision-making process.
Another problem that troubles Loot developers is the high cost of project deployment due to the gas fee of the Ethereum main network. In this regard, Dom recently put forward the idea of optimistic L2 game setting on Twitter, that is, users who have Loot NFT on the Ethereum main network can declare and receive features at L2, interact and save the upgraded status on L2, and users can also update the latest status at any time. Bring the mainnet and upgrade the NFT.
At present, many developers have developed derivative projects on the Ethereum testnet or Layer2. For example, a team recently released a game called “HelloDungeon” on the Ethereum Kovan testnet, and another developer used StarkNet as the deployment network.
But in the long term, in the “Loot Builder” group, developers are trying to develop a suitable Layer 2 or Ethereum mainnet free expansion plan.
However, even after solving the above two major problems, the Loot community may still have to face the test: high-intensity decentralization also means disorderly collaboration, and how to achieve order in “chaos”, all community members will wait and see.
Posted by:CoinYuppie，Reprinted with attribution to:https://coinyuppie.com/how-has-the-ecosystem-of-loot-and-rarity-developed-a-month-after-it-became-popular-2/
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