RE: Opinion: dCity, a good game with bad economics

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Not sure why something inevitable, predictable, and discussed year+ ago is called bad economics :P

let's compare 2 economics models:
actual dcity model

  1. fixed income on items
  2. % decrease variables
  3. governance affecting inflation
  4. roi being dependant from long term governance and market price for token(managing inflation to keep it high "enough" for long term, or to keep inflation super high short term then whatever - that's how dcity was governed by holders)

one of the other possible versions considered at creation:

  1. income shares and fixed SIM distribution (harder to explain, and understand to players)
  2. roi going down every next item and player
  3. governance not affecting inflation
  4. minimal or 0 player influence on game economics

We print tokens from air to people and it's inevitable that people will sell tokens and price will go down.
First model creates much more gameplay around politics and multiple different ways to maximize roi. Also it auto-adjust level of printed tokens to actual game economy, automated sustainability and makes whole thing more dynamic. So it doesn't print 5000$ of tokens if players can sell only 600$(buy orders)

Second model with time makes 1 income share produce less and less SIM. Less decisions to make, less game to play.

Both eventually end same way, ROI goes down, hard to even imagine for me ROI going up long term, i guess roi going up would be best economics, but is it really possible.
If model we used is bad economics, is it possible to print few k $ from air to players = good economics? How?

There is an answer for that :) in hive rewards, could go splinterlands way and give 0% of spent hive back, and buy tokens to keep you happy. Maybe distribute SIM also as ranking rewards. But idea here was to make it clear from the beginning about funds and decrease dev share over time. Until we reach 5% for dev, 95% back to game, with community fund, and holders managing it.

I think second model above represents Splinterlands, could add for both what happens with $ spent on random items as another point, but focused more about just token.



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(Edited)

now also splinterlands goes for governance with possibility for players to influence DEC inflation, i doubt they will give players chance to increase inflation, just redirect it between pools. Like if you hold DEC you would vote for more DEC as liquidity rewards less playing rewards, or making high price tournaments for gold cards. Making functional governance is super hard, even harder to make people use it properly, my guess is most of the players will sell governance token then will cry about how game is governed.

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(Edited)

Splinterlands is one of the best case to compare.
in terms of ROI it's very similar,
in terms of time spent to play, dcity requires much less time
in terms of game rules, let's say it's similar even tho splinterlands is probably much more complicated
in terms of governance, it exist in dcity, will exist in splinterlands
in terms of governance, it requires a lot of time for players to learn it, here we are after year+ from making governance, players in dcity still learn about
in terms of cards liquidity, very similar, super hard to sell 10k$+ of cards in both ( anyone wants to buy 65k$ cards in splinterlands from me ? )

in terms of UI, we tried to avoid splinterlands mistakes, and make it easier to manage nfts (transfer or market operations at scale)

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No need to preach to me. This is for those who constantly complain on Discord and other places.

I'm content where I'm at since I came at the angle of playing a game to begin with. I've spent far more on Magic and Hearthstone than dCity.

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Just my few words, it's not like it was just created with first idea in mind. It's all complicated stuff that required hours of thinking and still require with anything new am going to add. Obviously ponzification is a big problem for everything in crypto especially early with hype, cause people don't read/understand rules of token economics. If/When we will go to another chain, history will just repeat itself...

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