Take GameFi’s land assets as an example to analyze the transformation of the game economic model

In traditional games, guarding the homeland and expedition to plunder are the most common ways to play. The 4X strategy games of the masters emphasize eXplore (exploration), eXpand (expansion), eXploit (development), and eXterminate (conquer). Although in the GameFi game, land is not only a scene, but also involves too strong financial attributes as an asset, causing the project party to dare not rashly incorporate land resources into high-risk games. But also because of this, the function of land has gradually developed from being placed and displayed to being pledged to earn interest, and the interactive function of relying on land resources has gradually strengthened. 

This article will take the land assets in the GameFi project as an example to analyze the design principles behind NFT land and discuss the gradual transformation of the GameFi economy.

Sandbox Game-Place Collection Scene

At first, land sales appeared in some sandbox games, such as Sandbox and Decentraland . This type of game emphasizes user content generation (UGC) and is tied to the strong social attributes of Metaverse. Among them, the land is only used as a place to place assets, players can build or display collections, and the value of the land will change due to the adjacent place and the district. Although land as a static asset lacks interactivity, players have a strong sense of identity and sociality, so  Decentraland’s username transaction is derived .

However, although sandbox games relying on UGC can cultivate a stable user base and promote internal economic circulation, construction games are not a common entertainment method, and land is only enjoyed by a few players as a production tool. Secondly, this type of game is designed to create a friendly and harmonious social environment, and Sandbox is to restrict players from grouping together and explicitly restrict land connections. Although this has encouraged the participation of individual creators to a certain extent, it has restricted the economic development of the guild. Therefore , in addition to the appreciation of land prices and currency prices, land owners cannot enjoy more benefits . This also causes such players to be unable to actively participate in the game due to the lack of direct incentive mechanisms.

Take GameFi's land assets as an example to analyze the transformation of the game economic model

The Map of Sandbox

MMORPG-Social Trade Scene

In MMORPG games headed by Ember Sword and Mirandus, land resources will cause simple differentiation of the game experience: monsters, NPCs and natural resources will appear randomly in remote areas, and players in suburban areas can open small shops and guilds, and the largest Trade and guild resources are concentrated in the town area; there are even more detailed land classifications such as kingdoms, capitals, and castles. This move also caused the land value to be far apart. For example, Citadel of the Stars, one of the five castles of Mirandus, was bought by Polyient Games at a high price of US$16 billion.

In addition to more detailed land types, the detailed worldview background also gives more meaning to land assets. Players write folklore legends in the Discord channel of these two games and talk about the chronicles, which shows that a rich and three-dimensional world can further deepen the player’s sense of belonging to the land.

At the level of asset disposal, landowners have more freedom. They can actively participate in the game through land management: whether it is improving infrastructure to collect service fees and tolls, or establishing guilds to expand their reputation, players will Land resources are more closely linked together.

However, the land resources in this type of game are more of a social and trade venue, which can only play an indirect role in guiding player interaction , not a direct profit stimulus, so the player’s activity is largely dependent on the community ecology Development .

Taking the best players in traditional MMORPGs, World of Warcraft and Fantasy Westward Journey as a reference, such games require a stable and large group of players to activate the secondary market, as well as centralized means to innovate and retain players. Although MMORPGs in the GameFi field are better than traditional games in terms of incentive mechanism and asset ownership, due to the small base of cryptocurrency players, the long game development cycle is easy to cause the loss of players, and the user habit of playing for a long time instead of short and fast experience. It has not been developed yet, so the development of MMORPG in the GameFi field still needs to wait for further observation after the game is launched. 

Take GameFi's land assets as an example to analyze the transformation of the game economic model

LAND Introduction of Ember Sword

In the gameplay introduced above, the landowner may not engage in production and wait for the appreciation of the land, or he can operate slightly to gain additional fame and income; but the game I will introduce next is to refine the player’s functions to promote social gameplay. , Encourage players to actively participate in game collaboration.

Adventure Game-Production Scene

  • Mines of Dalarnia 

Mines of Dalarnia is a light action-adventure game. The holders of the land (that is, planet) need to pledge DAR tokens to maintain the resource density of the planet and increase the appeal of the planet, thus calling on ordinary miner players to come to the planet for resources mining. Correspondingly, miner players need to pay the rent and entrance fee to enter the planet, which will become the source of income for planet holders.

As a result, miner players with low paying ability have extremely high mobility and freedom, and can mine resources and scarce equipment on various planets without being restricted to the same employer; while planets with high paying ability and low investment time hold Some are also more actively involved in token pledges because of their competitive relationship. The economic cycle within the game also gets a virtuous cycle under the action of player interaction.

Take GameFi's land assets as an example to analyze the transformation of the game economic model

  • Gold Fever

A similar design also appears in the ARPG game Gold Fever: some players can purchase land mining licenses to become miners, but they cannot directly mine resources, so adventurers need to be recruited to mine, but players from company powers and rainforest tribes Will also join the fight for wealth. The game attempts to restore the dangerous rainforest environment of the big gold rush era. The seven factions make the action game more exciting and interesting, and the corresponding rewards are also more generous.

Take GameFi's land assets as an example to analyze the transformation of the game economic model

  • Aavegotchi 

In addition, there is also Gotchiverse in Aavegotchi, an open game that provides a variety of small games . Low-paying players can get Lickquidator for free and unlimited through airdrops and other methods, and pick up resources on the land. In addition to hiring Gotchi for production, the landowners also need to build fortifications on the land and go out in groups to eliminate Lickquidator. The game is designed with an unbalanced confrontational mechanism to promote cooperation between Gotchi and landholder players, and uses Lickquidator, a free player transmission channel, to attract new players and form strong intra-game competition. 

Take GameFi's land assets as an example to analyze the transformation of the game economic model

The above three games all use asymmetrical competitive design , that is, use mechanisms to divide player functions, and correspondingly limit the abilities of players with different functions, and force players to cooperate for mutual benefit, so as to strengthen the community and become active. The secondary market transaction promotes resource circulation; or strengthens the opposition of players with different functions, and promotes resource consumption through generous rewards that accompany the risk of battle damage, allowing players to realize the play to earn gameplay that truly relies on strategy and technology to return to the competitive nature of the game In itself, rather than benefiting from speculation and speculation with gamblers’ psychology.

Application of land resources in new scenarios

  • Vulcan Forged 

In addition to increasing the output of tokens, the function of land can also be used to destroy tokens to achieve deflation.

This is strongly reflected in the open world game Vulcan Forged: each time the land holder upgrades the land, the pledge income will be increased, and the tokens obtained from the pledge will be destroyed, thereby reducing the circulation of tokens. The project party even stated that if more than half of the land exceeds level 7, it will destroy 8 million tokens. It is foreseeable that land holders are willing to pledge for a long time due to the expectation of token appreciation, actively recruit hired players to produce resources, and encourage other land holders to upgrade the land to quickly increase the price of the currency.

The design uses an incentive mechanism to further increase the participation of land holders and firmly bind them to land assets. However, if the project team does not develop new functions in time, or update the mechanism to attract new players, it is likely to be a After the carnival, it quickly collapsed and ended dismal.

Take GameFi's land assets as an example to analyze the transformation of the game economic model

  • Blocktopia 

The application scenarios of the land are not limited to the inside of the game. For example, Bloktopia, which aims to build a virtual social space, marginalizes and simplifies the game, and only serves as a game hall in the building to achieve entertainment functions, while the rest of the space is more in the real world. The combination of social scenes. The virtual building now accommodates content creators including Polygon and Avalanche, and on November 2 KuCoin also said that it will create an office in Bloktopia to realize chat and office in a virtual environment.


At this point, it is not difficult to see that the land assets in the GameFi project can be roughly divided into construction and placement types and employment management types according to their uses . The latter has improved playability and interaction, which can achieve a closer connection between players and land assets. . At the same time, the game project team also refines player functions, strengthens the circulation of resources between players, and uses adversarial games to increase in-game resource consumption and reduce the occurrence of malicious mining and selling by players. It can be seen from this that some game developers have gradually stepped out of the limitations of value-based gambling, and can design game mechanisms more deeply to achieve a virtuous economic cycle.

This article mainly uses land NFT resources as an entry point to discuss the current land application forms in various GameFi categories. However, GameFi is still in the stage of vigorous development, and the utility of game resources will gradually evolve from two directions, namely, the direction of playability and For the direction of financial attributes, both have great space and possibilities for exploration.

The innumerable categories derived from the development of electronic games are enough to take care of multiple players, and ultimately achieve a balance of fun and income. Because of this, the GameFi field also has more possibilities and opportunities for breaking circles than ordinary capital flow projects.

We look forward to the game’s collision with cryptocurrency to create more sparks, and one day we will fail to contribute. 

Posted by:CoinYuppie,Reprinted with attribution to:https://coinyuppie.com/take-gamefis-land-assets-as-an-example-to-analyze-the-transformation-of-the-game-economic-model/
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