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Exploring the Pay to Play to Airdrop Model in Web3 Gaming

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This week, WYG? brought together a group of gamers and game developers to discuss the pay-to-play airdrop model. This method introduces a new twist to traditional airdrops, requiring players to invest money to improve their chances of receiving airdrop rewards. Here’s a breakdown of what some of the leading voices in the space had to say.

What Are Your Thoughts on Getting Boosts in Airdrops for Paying Money Directly?

The conversation started with a thought-provoking question about whether it’s fair for players to pay for boosts in airdrops. Cesar from the 100x Podcast emphasized the importance of distinguishing between paying for a boost and buying something that gives you a boost. “Although I started off with saying yes, I do think that play to airdrops need to transition to a pay to participate instead of a pay to win. I think that being able to buy boosts just off right with money shouldn’t be allowed for this kind of play to airdrop thing. It takes away completely from the play aspect of it and really puts a focus on like, hey, how big is your bag and how much do you want it?”


On the other hand, Defi_ZooRacer acknowledged the potential revenue benefits but expressed concerns about fairness: “You’re also risking players spending all this money on boosts and then they get less back than they put in, and then, you know, they trash your game and say, oh, this is like B’s. I put $1,000 in or I got like $100 back or something.” He suggested that a balanced approach could involve allowing boosts to be achieved both through gameplay and purchases.

How Should We Approach Monetization in Games Without Undermining the Experience?

TheCulturedSwine voiced strong opposition to the idea of paying for boosts that directly affect gameplay. “The worst way I’ve seen it implemented is when it makes your play better in-game. Specifically in games that can be PvP. Like if you have boosters or things or upgrades you can pay for and make your player better or your character in-game better. I’m not gonna lie, I despise that because it just means that people with the biggest bags are just gonna get bigger bags.” He pointed out that such systems risk alienating the free-to-play grinders who are vital to sustaining many Web3 games.

For Chandler from Sparkball, the focus should be on offering players the chance to move faster through progression, rather than paying for direct advantages. “Pay to go fast is what you should be monetizing... But if you’re basically just like, hey, this is a boost on your airdrop, then what you’re doing is you’re putting a decision in front of your users, which is basically like, do you believe that the amount of revenue you spend on this will get you more dollars worth in tokens?”

How Does Pay to Play to Airdrop Impact the Community?

The discussion also touched on how this model affects a game’s community, with concerns about exploitation and fairness. Uncle Funk noted, “Our entire system is built on pay to save time, you know, which is, it’s not a pay to win system... We make sure that everybody in our ecosystem contributes, so we don’t easily just airdrop a thing to you. Those are loot boxes that require hard work and good luck if you think you can bot through our system.”

Lex Lunar added a critical perspective, pointing out the risk of scam projects exploiting players: “One of the bad effects of this is that many scam developers can use this opportunity to rip people off their hard-earned money. So I feel, yes, paying to get ahead a little is not bad, but paying to earn, I think that’s where the problem comes.”

Final Thoughts: The Future of Pay to Play to Airdrop

The conversation revealed a wide range of perspectives on the pay to play to airdrop model. While some saw the potential for boosting revenue and rewarding dedicated players, others expressed concerns about fairness, community sustainability, and the long-term impact on game ecosystems. As the Web3 gaming industry continues to evolve, developers will need to find creative ways to balance monetization with gameplay and community engagement.

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