In the latest What’s Your Gam3? Twitter Space, the question of timing in Web3 gaming took center stage: Can you really be too early in Web3? It’s a dilemma for developers and gamers alike as they balance between showing projects early to build community and potentially spoiling first impressions with incomplete products. Let’s dive into the thoughts shared by some heavy hitters in Web3 gaming.
The Risks of Showing Too Early
Right off the bat, JP from Arcade to Earn kicked things off by saying he believes “you can absolutely show a game too early.” He raised the point that in traditional gaming, developers don’t reveal projects until they’re highly polished, and Web3 needs to be mindful of first impressions. When Web3 games show early, they risk being misjudged as final products, especially by people who may not know the ins and outs of game development.
DeFi_ZooRacer9000 agreed, adding a layer of nuance by explaining how “if you’re presenting games to the wrong audience at the wrong time, it can be too early.” For him, it’s all about knowing when and to whom you’re presenting the game—whether to a core community that understands the development journey or a broader, less forgiving audience.
Is “Too Early” All Bad?
While many echoed the dangers of showing too soon, others argued it can actually build trust and community if done right. BloomOne, founder of Bloom, chimed in with a real-world analogy, saying showing early is like trying not to throw a “tiny concert on the same day as Taylor Swift.” Timing is crucial, he argued, but so is understanding your audience and being intentional with how you share progress.
On the flip side, Crimson Caravan emphasized the downside of showcasing incomplete work, comparing it to, “looking at a pig before you put the lipstick on.” For him, an unpolished game shown too early feels scattered and unfinished, potentially damaging its future appeal.
High-Profile Releases Raise the Bar
Then, the conversation turned to recent big-budget games like Off the Grid. With a rumored $150 million budget, Off the Grid showed a highly polished product from the get-go, setting a new standard. JP noted that they approached their launch with a more Web2 strategy—quietly building for years before revealing it. He mentioned how “the way they launched may impact how future Web3 projects handle their releases.” Smaller teams could feel pressured to replicate this polish, even though it may not be feasible for everyone.
DeFi_ZooRacer9000 expanded on this, saying that although Off the Grid raised the bar, not every game can—or should—try to follow its approach. He explained, “not every game is going to have that kind of funding,” and trying to match it could hurt projects that should focus more on the community aspect of Web3.
Token-Gated Access: Does It Work?
Next up was the hot topic of token-gated access—only letting players with NFTs or tokens test a game early. This was controversial. Crimson Caravan was clear: “Token gating is awful. Just straight awful. Don’t do it.” He argued that gating access behind tokens alienates players and contradicts Web3’s ethos of openness.
BloomOne had an interesting counterpoint: he doesn’t believe in heavy gating but supports making people feel special. For him, it’s about offering a unique experience without actual barriers—like letting the “first 500 people play” as a soft gate to create FOMO without shutting people out.
JP took a middle-ground approach, noting that “playtests cost money.” For some developers, limiting access is a way to ensure they’re not overwhelmed by server costs. He highlighted that there’s a difference between excluding people and keeping a release economically feasible.
Handling Feedback: FUD vs. Constructive Criticism
In Web3, feedback can be intense, especially since many community members are financially invested. JP offered a tip for developers: “Take it with a grain of salt.” Often, feedback is colored by concerns about token prices, which may not reflect the quality of the game itself.
Crimson Caravan had practical advice on handling feedback, suggesting that projects “encourage constructive criticism” by asking specific questions rather than broad, open-ended ones. By directing feedback channels, developers can better understand what’s working and what’s not.
Warp rounded out the discussion, pointing out that projects should try to understand the true motivation behind feedback. He explained how “sometimes feedback is about token value, not gameplay.” Knowing this can help teams filter what to act on and what to put aside.
Final Thoughts: Balancing the Act in Web3
As the session wrapped, the panel agreed that Web3 gaming is a balancing act—show too little, and you miss building community; show too much too early, and you risk losing trust. With projects like Off the Grid setting a high standard, developers need to be mindful about timing and transparency. But above all, the consensus was clear: Web3 gaming should focus on creating genuine, engaging experiences, whether you’re in it for the tech, the community, or the love of the game.
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