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Everyone keeps asking: "What's wrong with web3 gaming?" Spoiler: It's not cold start problems. It's not player retention. It's not lack of narrative. Web3 gave a generation of non-game developers access to millions in funding. They thought: “Let’s launch a token, spin up a studio, and build the next...

20,716 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von $CROWN
$CROWNvor 1 Jahr

Wesley, Very prescient and insightful. Very likely true, couldn't agree more. $CROWN

Profilbild von RedDeer.Games
RedDeer.Gamesvor 1 Jahr

We can't spill the beans about the release date of Maki: Paw of Fury, but make no mistake, things are happening! 🫘😎 We remind you that the game is coming to #NintendoSwitch and #PC #Steam and you can play the demo on PC, here ⤵️ >>> Have a great day!

Profilbild von 0://n3o
0://n3ovor 1 Jahr

The man is not wrong.

Profilbild von Squirrels
Squirrelsvor 1 Jahr

would love to talk with you about this, make we make some content about it. shoot me a follow so we can dm.

Profilbild von Web3 Wesley
Web3 Wesleyvor 1 Jahr

Happy to chat and see if it makes sense

Profilbild von Dom
Domvor 1 Jahr

More of this. We desperately need more of this.

Profilbild von Boromir
Boromirvor 1 Jahr

Truth...

Profilbild von Krumpy ☁️
Krumpy ☁️vor 1 Jahr

Still not a complete reasoning. The issue is that most games don't need to be web3, so you instead get web2.5 cash grabs. True onchain gaming requires stakes, fairness and immutability. The @LootRealms ecosystem is way ahead of the curve here. Pay attention to @RealmsEternum S1.

Profilbild von iceyyy
iceyyyvor 1 Jahr

Cold hard truths from Wesley today, appreciate you man, someone had to say it

Profilbild von Web3 Wesley
Web3 Wesleyvor 1 Jahr

Hopefully we look back in a few years and are shocked by how much the games have improved

Profilbild von Cali / SLUGFEST
Cali / SLUGFESTvor 1 Jahr

Holy shit I’m glad someone finally said it out loud Good shit 💪

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So a core issues I see with a lot of crypto games is: No in game peer to peer economy. (ie. The game Devs make all the $$ off the items and you buy from them not other players) Couple of things I wanted to experiment with, in regards to on chain gaming is the peer to peer economy. So the way my team set it up, is you mine the token in game, but you sell the items peer to peer in SOL. (see video for a demo) This gives you two different ways to play to earn, you can farm items, from bosses and loot boxes, and sell them to players for solana:So11111111111111111111111111111111111111112 , then other players can buy them and use them to mine the token, and sell the token to traders who will speculate on the price. Or you can just buy the loot boxes, and use the items to farm the token. This should help with the sell pressure, because before the game flow was: Buy item (in token, From devs) --->farm a ton of token---> Sell token to recoup cost of item. New flow is : Player opens loot boxes (paid in token)/ Player Plays game (in game token sinks) ---> gets item ---Lists item--> other player buy Item (From players, In SOL) ----Farms token---> sells token. Now the equation is if the loot box-player spent more game tokens to get the item compared to what he gets for in sol, and it keeps more money in the in game economy, and the market will fluctuate more based on the price of the in game token. So players who play and are "locked in" can make money off arbing and this services the "trader" archetype of player, which I feel is the major player type in web3-games. (also the token name is just a test token so dont buy random shit on pump fun, thats just using the name)

Skely

15,036 Aufrufe • vor 1 Monat

I owe no one an explanation but I'm going to do it. I'm doing it not because of the insult I am receiving, that I am greedy or I don't know what I'm doing for leaving a 14 million naira cash out, but because of only one thing in particular, and that is because of the few comments I have read. I noticed some people are actually saying it is an edit which makes it a fake post to get engagement or the particular game belongs to another punter. Few of my followers who know me very well and can testify that my games are real because most times I do giveaway, not big money though, but something for breakfast and almost every week they get a token from my winnings. And they know I like playing less than 3 odds. I only play a running ticket once in a blue moon. A particular Guy after seeing my games called me a sporty agent, after getting 3K giveaway from me back to back during the weekends he never called me that name again. I will make a video of this particular game and allow everybody to see that I did not cash out either partially or fully. A real gamer that sees this game and checks each option very well will be certain that the last game will come. I mean, it's BARCELONA, just 1-UP, against club brugge, JESUS CHRIST 🤦 🤦🤦, I still can't believe this. More difficult games we are on that ticket but they scale through, one of the easiest and the last match was now the main issue. I am not trying to boast, if you are not a good punter, all you have money issues then you will see this particular game and cash out. But a real punter who studies games and teams for days before playing will never believe Barca we will not play 1-UP in this match with their present form and also try to go higher at the champions League table. And for those asking me to post games so they can play and others saying all sorts of things against me because I only post winnings, that is because I have come to realize most people don't play my games because the odds are too small, so I stopped posting them.

Strange punter

155,650 Aufrufe • vor 9 Monaten

Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, ArenaNet, and Skybound Entertainment, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!

Eden Chen

95,017 Aufrufe • vor 6 Monaten

ALERT! IT IS TIME TO SAVE THE MARKET! ...And Crypto gaming. I will be launching a new DAO on daos.fun This DAO is going to be a decentralized game publisher , the idea is to make fun games, lightly integrate crypto (don't ram it down users throats), and just focus on the stuff people like....Being able to win Sol in pvp death matches. The idea is simple. You have a "safe" zone where you farm, and pvp is enabled but you just lose items, and you have a "hard core" zone, where you enter and wager SOL, you have to enter, kill the players, take the loot, and extract before the mobs or others kill you. If the monsters kill you, the sol goes to further game development. If you win, you keep it. REA HIGH STAKES PVP. It also makes the game fun to watch, stream. I envision two player types, the professional filipino web3 gamer kid, this guy is going to grind, then chill in the dungeon and try to kill you, and the First world-er pay to win type. who wants to burn like 20$ to gear up, and try to kill the filipino kids. Its still skill based enough that you cant really pay to win. You just get good gear, but that won't matter if you dont have the mechanics down. Similar to Albion online. The trailer attached is all real game play, the game is LIVE and ready, but still has some bugs, but will be playable right out the gate (private beta first) , and DAO token holders will have an active say in the shape of the game. I wouldn't yolo your life savings into this, its mostly a passion project I funded myself, and I am going to keep launching different games, and each might have its own token or just use the DAO token, its all going to be on a game per game basis, but the point is to allow people to invest and capture some of that value, and to build in public and build up a player base with each new game the DAO launches. I have already poured like 50k+ usd into it, and I dont care if I make nothing, I just am so tired of shit tier crypto games and think we deserve better.

Skely

58,533 Aufrufe • vor 1 Jahr

David Friedberg: “Gaming is the future of entertainment, and the future of gaming is AI.” @jason: “Friedberg, what are your thoughts on the gaming industry versus social media versus traditional media?” david friedberg: “One way to answer that question is to think about how people spend their time.” “Do you spend more minutes on social media, or on traditional media, or playing games? And how is that trending?” “But importantly, which of those will accrue more benefit, and as a result, drive more hours spent from AI?” “One way to think about this thesis is that AI is going to ultimately accrue to video game entertainment far more than social media entertainment or traditional content.” “If you believe in AI, and you believe in the improvements in productivity, generally speaking, people in the industrialized world will generally have more free time on their hands and be able to support themselves with the deflationary effects of AI over time.” “So if there's more time on people's hands, the general market for entertainment is growing, and if the general market for entertainment is growing, gaming is the future of entertainment, and the future of gaming is AI.” “Because I think you can create dynamic, more engaging experiences that will benefit from a back and forth sort of relationship than you can with traditional content or with social media.” “If you're a noob in Fortnite, like you're an early player in Fortnite, you're mostly playing against AI, because what they do is they tune the AI to be easier to beat so that you can slowly develop your skills.” “What was happening early was they were seeing a high degree of churn in Fortnite because kids would go on and play for the first time and they'd get paired up with kids that were better than them, and so they would never win, and they would get frustrated and they would quit the game and stop.” “So the churn rate was high. So AI unlocked higher engagement and higher retention, and I think we're seeing that in a lot of different gaming platforms now.” “So AI can be used, for example, to maximally increase time, engagement, satisfaction, happiness.”

The All-In Podcast

70,365 Aufrufe • vor 10 Monaten

Real loss. Real ownership. A foundation for players to build something lasting. Most Web3 games have tried to build charts. EVE Frontier is trying to build a society. A deep dive in partnership with Eve 👇 While others focused on short-term spikes - tokens, NFTs, airdrops. EVE Frontier is doing something different. It’s designing for a world where players can build systems, not just stats. Where the game isn’t extractive, but participatory. Where the goal isn’t daily active users - it’s long-term cultural depth. It’s still early, we know. But the structures they’re putting in place - decay-based economies, programmable contracts, player-led factions is the first real attempt we’ve seen at empowering a player base to build something that lasts. This isn’t a product trying to ride a meta. It’s a sandbox built for people who want to shape it. It isn’t devs stepping back. It’s devs empowering. Most games, especially in Web3, still revolve around a core assumption: Devs build the rails. Players ride them. Maybe profit. Maybe not. EVE Frontier takes a different stance. It’s not about stepping back and letting chaos reign. It’s about giving players systems they can actually own, and rules the developers themselves can’t override. That includes: • Onchain logic that governs decay, movement, and scarcity • Smart contracts powering missions and structures • No admin privileges to undo outcomes or patch over losses These mechanics don’t guarantee a good society, but they create the conditions for one to emerge. Ships decay. And that’s a good thing. One of the smartest, and boldest design decisions in EVE Frontier is this: ships decay unless they’re used or maintained. That might sound like a UX nightmare to the average gamer. But it’s actually one of the most important economic choices in any persistent virtual world. In his Substack essay “Land Value Tax in Online Games”, Lars Doucet breaks down how speculative, permanent assets like land often ruin virtual economies: • Whales hoard early and flip for profit • New players can’t access core systems • UGC drops because participation gets gated • Black markets emerge • And eventually, user growth slows to a crawl The same thing can happen with ships, which are essentially land with engines in EVE. They’re the core unit of value, movement, warfare, and trade. So what’s Frontier’s answer? Decay. Not as a punishment, but as a form of soft taxation. If you’re not using your assets, they degrade. This keeps ships circulating. It creates demand for production. And it ensures that value in the economy flows toward active players, not idle speculators. It also means: • No hoarding meta • Lower barrier to entry for new players • Real incentives to engage, repair, resupply, trade In other words: decay drives motion. Not just in the economy, but in the culture. Frontier isn’t play-to-earn. It’s play-to-matter. Most Web3 games still chase extractive loops. Frontier is one of the few trying to build something that’s sustainable and self-directed. The economy has sinks. The rules are transparent. And most importantly, the world can outlive its creators. Because the goal isn’t to farm tokens. It’s to be part of something that remembers you for how you played, what you built, and who you built with. EVE Frontier isn’t trying to replicate EVE Online. It’s trying to extend its promise into a world where the rules aren’t just mechanical, but enforceable. Where loss is serious. Where systems belong to the players. And where you can’t buy your way to legacy, you have to earn it. It’s early. There’s still a lot to prove. But for the first time in a long time, someone is designing a crypto game where ownership isn’t the reward. It’s the responsibility.

WolvesCo

11,509 Aufrufe • vor 1 Jahr

Will the first solo founder to hit $100M ARR be an AI game creator?? Probably... @levelsio just built a flight sim in 3 hours that's now making $67K/month. using grok3, cursor and a cocktail of ai tools. History keeps compressing: 1) The web era gave us Million Dollar Homepage (1 guy, 1 month, $1M). 2) Mobile brought us Flappy Bird (1 guy, few days, $50K daily). 3) Now AI delivers Levels' flight sim (1 guy, 3 hours, $67K monthly and growing). The traditional game economics are brutal: AAA games cost $100M+, indie games need $100K+, and mobile hits demand teams of 10+ devs plus $250K to build and another $100K monthly in marketing. The barrier to entry was skill, capital, distribution, and time. No wonder 99% of them failed. Now, you just use Grok3, Cursor, Midjourney, Cling AI etc to build your games. And you just tweet it out when it's live. Don't need to get into BestBuy lol. "BuT PiEtEr'S GaMe iS so UglY and BugGy" Well, what if people prefer it that way? Like how amateur YouTube videos outperform polished productions, these games create genuine communities. Players suggest features and see them implemented in real-time. They're participants, not just consumers. Couldn't be more different than a Call of Duty and maybe thats what people are seeking. And what's cool is these AI game studios will operate at 80%+ margins whereas typical studios are in the 15-20% after costs. Sam Altman predicted the first billion-dollar solo founder. I'll go further: the first solo founder to hit $100M annual revenue will be an AI game creator who launches 50 concepts in the time it takes traditional studios to build one. The AI games gold rush has begun?

GREG ISENBERG

781,594 Aufrufe • vor 1 Jahr

Recently I got some hands-on time with Crimson Desert and below are my first impressions as well as some of the gameplay I was able to capture. Crimson Desert is a good game, but it won’t be for everyone. I know the devs claim this isn’t an RPG, but I don’t know any other way to describe this game other than a HARDCORE action RPG. If you need the yellow paint to know where to climb this game isn’t for you. But if you love getting lost in a whimsical world with a boat load of content this game is going to be right up your alley. I think what impressed me most is the attention to detail. There’s so many little things the dev team took into consideration that I think people who enjoy being immersed into a world are going to appreciate. Even if you aren’t that person; on a basic level I think most will enjoy the game's combat. It’s fast, fluid and provides a ton of player expression with its deep skill tree. The world of Pywel is vibrant, large in scale and full of life. It’s easy to get lost off the main quest line as there’s always something to do and someone to speak to. An example being I was wandering through the open world and encountered a distressed woman seeking help. I agreed to follow her only to find out moments later she was with a gang and they were trying to back door me. That had me cracking up. I think if the open world is consistently full of fun, unique side content like that & the main quest line is fire this game has a lot of potential to impress. It’s just a shame that I didn’t get to spend more time with the main quests as I kept getting side tracked with cool stuff to do in the open world. So I can’t give you much insight into that. What I can say is after the opening section there’s NEXT TO NO tutorials in this game, the puzzles are hard & the default controls are a bit clunky. You will be getting lost and I can see that frustrating some people who aren’t interested in a challenge. That’s why I mentioned earlier that this is a hardcore RPG. It does not do a lot of hand holding. Because of that I predict you and your friends will be sharing tips and tricks similar to when Elden Ring first launched and nobody knew what they were doing. If you are a patient person and take the time to learn the game's systems I promise you will be able to put together some awesome combos that will make you feel like the main character. My biggest fear for this game is that I won't finish it. Not because it’s a bad game, but I can just tell from my brief time with it that it’s next level massive. As someone who's been gaming for 30+ years it’s very rare you’ll hear me say a game was overwhelming, but this game is. For people who lack a ton of free time I can see that being a turn off because once again the game doesn’t give much direction or tutorials outside the opening area. Not to mention this game could be big just for the sake of being big. I was curious to know how much of the content was engaging versus just open world bloat? Hard to tell because I only got a few hours with the game. I also fear that the Ai isn’t the best in this game. The Ai issues I encountered zapped all immersion away for those moments. I’m not sure if the final build will differ from the vertical slice we played, but what I can tell you is that on the build we played I wasn’t impressed by the Ai. Several times I attacked enemy camps and they never reacted to me attacking them. They just stood there and took it which made the world feel less alive. There were also times where enemies were looking dead at me just standing still as the battle music played threatening to beat me up, but they never did anything. It was 3 or 4 times I encountered this poor Ai which is a red flag for me because I only got two hours of hands on time with the game. Mind you in those two hours a good portion of it was just me working my way through the prologue and the early quests, so I didn't spend a ton of time in the open world. What I'm trying to get at is the janky ai was very noticeable. It wasn't something that took long to find. I will say when the game works it's great, but when I tell you the Ai was bad at times it was bad. It reminded me of the dumb NPC’s often found in Ubisoft open world games. I’m not looking for this to be a Souls game but I want some level of challenge in the combat. Hopefully that stuff gets patched out. That being said, I’m confident in saying this game is good. I just didn’t have enough time with it to determine if it’s good, or GREAT. Only time will tell when Crimson Desert drops on March 19th, 2026 for the PC, PS5 and Xbox Series. Pros —---------- - Combat makes you feel like demon - Deep Skill tree - Vibrant world - Solid voice acting - Fire OST - The little details (trust system, you can commit crimes ect.) - No Fall damage - Puzzles are creative & challenging - Game doesn’t hold you hand (some people will hate this) - You can swap in and out of 3rd and 1st person at will. Wasn’t able to explore much of how that changes the game, but it’s nice that it's an option. - EASILY over 100hrs of content (some will hate this though) Cons —---------- - Clunky controls (Default controls take some time adjusting too. I hope there’s other control schemes at launch) - Inconsistent Ai (Ubisoft bad at times. sometimes the enemies wouldn’t attack during combat or act like they never saw you) - Long load times (we were playing on PC’s, but idk the specs) - Your horse can faint & when they do traveling the large world wasn’t as fun (and I couldn’t figure out how to get him back - most likely a skill issue) - Early stamina management is OD. Early game it’s easy to drown & get tired running. I’d imagine it gets better late game, but early game it’s frustrating trying to explore. - Camera takes some getting used to in combat. Sometimes its too close and others too far. - Early arrows have no impact. Felt useless. Hoping later upgrades fix that

The Black Hokage

1,175,183 Aufrufe • vor 5 Monaten