SpaceNation’s round of testing is coming to an end, and after experiencing the two-cycle POC system, I feel that P2E + P4F + POC may be one of the best solutions for the current chain game economic model.
What is a POC
Why is the POC reasonable, and can it break the death spiral?
The logic of the various characters in the game
The value of OIK & AG & PFP
POC stands for Proof of Contribution, and Space Nation plans to dedicate 50% of its $OIK to all game contributors over a 10-year period through Gameplay, i.e., everyone involved in the game.
It is a sophisticated, reliable, and fair system for measuring the player’s contribution to the game. In this system, the player’s assets, status, memorabilia, activity, labor, interaction, combat power, and luck will be taken into account, and the comprehensive Contribution Points will be calculated. Players will be allocated $OIK in the Gameplay Airdrop Pool on a weekly basis based on credits.
Throughout the Space Nation ecosystem, the POC mechanic has become the primary way to earn $OIK.
OIK Rewards = (Individual Season Score / All Player Score) * OIK Allocation
Personal Season Score = Active Points Completed / Target Active Score * (0.1\ * Completed Achievements + 2.25 * Possession Achievements) \ * Achievement Bonus
Each cycle has active missions that earn you a personal Season Score for completing them, as well as an achievement system that gives you a bonus from the achievements section of each cycle.
First of all, back to the game itself, Space Nation is an shorter MMORPG game, players will choose different ways to play according to their preferences, such as Miners, Combatants, Pirates, Explorers, Mercenaries, Producers, Arms Dealers, and Rulers. Players must be guided when they want to get started with different gameplay, and POC plays such a role.
Motivation itself is the best guidance, POC is accompanied by an active quest and achievement system for each cycle, which can promote players to complete different types of challenges, get in touch with different ways to play, and find the most suitable mode and positioning for themselves, once players find their favorite way, it is easy to enter the state of the game. Any web3 player is a web2 player.
The most reasonable point of POC is that the output of OIK is completely distributed within the cycle, which means that all output is predictable, so it will be more handy in price control, as long as the income of the game + consumption scenario is used to feed the price of OIK, the output of POC can become a stable income that everyone wants to pursue.
Think about it, if the price of OIKs remained stable, would there be people who would complete active tasks and farm achievements?
Completing active quests and achievements will lead the user to production and consumption, which can be a good way to make the in-game economic system - CHR / materials go through a cycle.
Chain games will inevitably mention the problem of the death spiral, the essence of which is that the output is greater than the consumption in the long run. Because the output in the game is unavoidable, the best way to do this is to generate more long consumption scenarios.
There are several types of assets in the game: CHR, Materials, Blueprints, Parts
The in-game CHR is a dynamic coin that changes with market demand.
Material Consumption: Submit Quest / Refine Higher Level Materials / Craft Ship / Craft Parts
This is where there is an in-game cycle between production and consumption. **
For high-end players: If you need to get stronger in the game, then you’ll need to craft higher-level ships with the highest level equipment, and the cost here is huge.
In this case, the demand must be greater than the output, and they will become the top players in the game, and OIK is actually a flat curve, the top players tend to have the most long OIK per distribution cycle, but their actual pay, whether it is the total effort or the phased pay, is often far greater than the return of OIK.
Once they get the OIK, they have to think about whether to use it for money to continue to invest in development, or to exchange it for some OIK-specific Vanity items, or to hold it to increase their governance rights? Of course, this kind of user group is relatively small, and the contribution to the overall game is the largest.
For mid-range players: they may gradually invest until they find the point where they can maximize their benefits. They don’t want to be at the top of the leaderboards, they don’t go too fast to pursue the progress of the game, but they will maximize the profits, that is, to make money, so they are willing to pay the upfront cost, then they will most likely get OIK rewards that exceed your cost, and this income is long-lasting and continuous.
➤ For low-end players: They may not be willing to invest a long cost, but are willing to spend time and try at a small cost under the visible benefits. Then because their activity is very low, the achievement cannot be completed very long, and the contribution to the game is relatively low, and there may not be a way to assign a very long OIK.
Here, we will find that the majority of the game is probably occupied by mid-range and low-end players, who play the game for profit, but as the game content is explored, there will be more long investment scenarios.
Some people will ask why they invested, because as the whole game progresses, more long content and gameplay will be produced, and the whole game system itself is full of games, and you have no way to measure whether each upgrade and refinement will bring you more long benefits.
And the premise of this is that Space Nation has the ability to play for fun, which can be felt by the community, including myself, that the current content may be less than 20%, which already makes players willing to make higher-level ships more than what they are worth.
There are also Web2 players who have experienced k hardships and overcome difficulties and obstacles to play, there are also players who are very long to buy new computers to play SN, and there are also very long Web3 bigwigs who have started an arms race, and the design of the global server has also allowed Chinese players to start fighting against overseas legions.
If there’s a game that can’t capture external value, then any economic model will go into a spiral, sooner or later. **
Given these premises, why does a POC control the in-game economic cycle?**
Because the OIK obtained by the POC and the game economy are actually two systems that affect each other, some people will complete the investment in the game and generate consumption because of the pursuit of the value of the OIK, so if the consumption in the game is generated, the game economy is easy to move towards a positive cycle;
Secondly, the POC system can guide users to complete the consumption of materials or CHR, such as tasks that can increase the consumption scene in each cycle of active tasks, and you can control the economic output consumption ratio of the entire game from the macro. **
Therefore, Space Nation has playability under its own high quality, and has produced what we call paying players during the closed beta testNot players who pursue maximum benefits, and the project party only needs to do a good job in OIK’s price control and POC system to balance output and consumption in the game.
The project team is very confident that in the next 10 years, it will develop a good Game Circulation, drive Earn with Fun, and supply Fun with Earn.
Space Nation Online is committed to constructing an shorter virtual society. In this society, players will choose different ways to play according to their preferences, such as Miners, Combatants, Pirates, Explorers, Mercenaries, Producers, Arms Dealers, and Rulers. These roles participate in economic activities, exchanging their respective values. **
Miner Gameplay: In the game, Miners are probably the most stable income group, you only need to own a mine ship (buy, build or rent it from others) to become a Miner. You can get ore materials by mining, collecting gas, etc. Ore materials are always in demand in this system, so you can list them at the auction house for CHR, and then exchange CHR for external income (USDT / ETH / IMX, etc.). Large Miner organizations will control the pricing power of the entire in-game material in exchange for stable returns, and officials will control the creation of monopolies as much as possible; eventually, it is more likely that the market will form a consensus pricing
Battle Boat Gameplay: Combat is the main source of the game’s Play for Fun. You only need to hold a battle ship to fight, and anyone can get a T 0 level ship for free, but the real gameplay and cycle is after the player gets the T 1 ship and joins the guild.
Combat scenarios include: completing missions / field farm / dungeon / PVP, these are the combat situations with the least investment cost, you can exchange for CHR, materials, blueprints, and some battle scenarios that require the investment of more long resources: guild wars / tournaments, etc., you can get the top equipment and honors. Compared with Miner, the gameplay and scenes of the combat ship are longer, which tests your understanding and strategy of combat skills, the configuration of (captain + spaceship + crew + equipment) build, the allocation of time and energy, etc.; the benefits of combat gameplay are not only unstable, but also more difficult. Combat gameplay is not only unstable, but also difficult.
Explorer Gameplay: Explorers pilot their exploration ships and draw treasure maps to guilds or others in exchange for information they gain while exploring the boundaries of known and unknown shorts, which can be sold to guilds or others for payment. This is an extremely luck-testing activity. It will also produce a certain guaranteed income, and the investment is relatively Mining and low long.
Of course, there will also be similar manufacturers (only making equipment or ships to sell) and arms dealers (Liquidity Providers and Market Makers in the game) to enrich the game’s economic system and gameplay. Each role trades its own value. As long as it is an action that captures external value, it can be exchanged for benefits.
The in-game auction house takes on an important part of the value swap and game here, and your buying and selling transactions are also autonomous and full of games. The project team can also generate new consumption scenarios by charging a 5% CHR handling fee.
Longest of those who participated in the beta test did not have an estimate of the value of OIK. In fact, this account is very easy to calculate.
**$OIK as the parent coin of SN captures the value of the entire SN. **
Total supply: 1 billion
TGE circulation: 5 - 10% (most likely less than 5%, we count it as 5%)
Initial circulation: 50 million
50% will be generated in-game
Then against other games of the same type, if OIK can benchmark Bigtime, then it can rush up to 5 U; if it benchmarks the current market capitalization, it can reach 1.5-2 U.
Pixels: from FDV benchmark - can to 2 U / from circulating market capitalization benchmark - 6 U
Illuvium: Benchmark from FDV - 0.7 U / Benchmark from circulating market capitalization - 6 U
Mavia: Benchmark from FDV - 0.9 U / Benchmark from circulating market capitalization - 2 U
matr1x fire: benchmark from FDV - 1.2 U
Data time: April 27 market | These are all data that can be referenced, and the price has also been affected by the market for a wave of pullback, you can anchor the value of OIK according to the judgment of the game. I think people who have experienced the game should not feel worse or longer worse than the above games.
The entire game currently costs more than $30 million long which is several times the amount of financing for long few game projects. It’s very long that even if the game takes k million in financing, it can’t make a game at all, and the product is difficult to deliver.
And SN has come up with products with the absolute top quality in web3 without announcing financing. So my conservative estimate of OIK is at 1-2 U.
If the later games perform better, I believe it will not be difficult to surpass any game on the web3 market now. SN has mentioned longing times that MMORPG is the only game category with the strongest liquidity among all game types, and Web3 technology and tools are added to the product and economic design of MMORPG in order to further strengthen the liquidity in the virtual economy to build a huge virtual economy. If this goal is achieved, the economy of SN will surpass that of all games, and this ceiling is simply incomparable.
Alpha gate and PFP are still undervalued
Number of alpha gates: 515
freemint - 2 E
The number of PFPs is 3056
0.3 white & 0.4 public sale to 0.5 E
During this closed beta, AG and pfp opened a 70-day soft stake, yielding 1% OIK; the yield of the gate was 54 per day, while the yield of PFP was 29 per day; denominated at 1 U
AG - 70-day earnings: 3780 OIK - 3780 U
PFP - 70-day gain: 2030 OIK - 2030 U = 0.65 ETH
Not to mention the benefits of the door, the OIK income of PFP is very likely to exceed its own value, due to the lack of judgment of the value of OIK by most people, they are not aware of the undervaluation of PFP. **
But these are just a few of the added benefits of Alpha Gate and PFP. As equity NFTs, AG and PFP not only have the ecological preemptive right (AG’s mining ship white qualification has already made money); they have a significant increase in the POC system.
Achievements: Holding PFP & AG will directly increase the number of glorious achievements and achievement points in the system, allowing you to get longer OIKs than others in each cycle of OIK sharing.
Bonus: Holding AG will directly add a percentage factor to your OIK allocation, with a bonus of 2.5% - 5% depending on the rarity of the four gates.
With the development of the game, the assets held by users and the achievements completed are getting higher and higher, and the value of AG will become higher and more scarce, and any pricing for AG is not excessive.
Achievements and bonuses will have an effect on each distribution, that is to say, you can complete the in-game output to complete the lying earnings, you only need to complete simple active tasks to maximize the benefit of the OIK return, the value of this part is no longer estimated, you just need to know that 50% of the OIK is generated from the game…
Of course, SN is still a product under test and will face longer problems. From the beginning of the test to the present, the game’s servers have become more and more stable from the beginning, some bugs are being quickly fixed, and the voices of all players are being heard by the project team. It’s almost a situation of a small change a day and a major repair in a few days.
As the testing cycle reached almost a month, the number of players still did not decrease, but longed. There’s no doubt about that, as OIKs are getting fewer and fewer points, and the player base is mostly active until the wee hours of the morning. The team is even working non-stop to fix problems in the game, and the community atmosphere is good.
Of course, there will also be a latency release of the mining ship due to server problems.,The economic system is not particularly well displayed.,Fortunately, it’s been successfully released.,The blueprints and CHR in the game have been raised to a new high price by a lot of demand.,But I also hope that more long content will be added to test whether the economic system of the whole game is verified.。
However, from my point of view, the current economic model of SN P2E + Play for fun + POC will be one of the optimal solutions for the current chain game economic model. The flywheel of the SN will open after the value of the OIK is anchored.