Recently, I’ve seen several blockchain games with pools showing a full "output" face, basically meaning inflation as fuel, just stacking data points first. The problem is that output doesn’t come out of nowhere; in the end, it’s still taken from the pool. Players claim daily, sell daily, and when prices soften, they start to compete with each other. When liquidity is thin, it can lead to chain reactions of liquidation. The game isn’t even fully understood before the pool runs out. (Comment: Isn’t this just turning future players into ATMs?)



Now, new L1/L2 projects are also incentivizing to boost TVL, and old users complain about "mining, dumping, and selling," which I think is quite realistic: money comes in not to play, but to run faster. Anyway, right now I look at two things in blockchain games: whether new additions rely on subsidies to pile up, and whether selling pressure can be truly absorbed. If I can’t see clearly, I’ll avoid it; survive first, then talk about ideals.
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