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  • Abstract
  • Introduction
    • The Current State of Play-to-Earn (P2E)
    • Problems of Current P2E Models
    • Play-to-Earn Evolution (P2EE)
    • Bounty Temple P2EE Solutions
  • Gameplay
    • Bounty Temple Monument (BTM)
    • Base BTM
    • Mechanics
    • Gameplay & Leveling Up
  • Tokenomics
    • Kraken Genesis Node (K-Rune)
    • Ritual Ticket (Gen-Zero Crafting Event)
    • Weather Effect
    • Barrier
    • Treasury
    • Dual Token System
  • Platforms
    • Marketplace
    • Rental System
    • Scholar Scoring System (SSS)
    • House of Pluto (HOP)
    • Referral System
  • Road Map
  • Terms of Use
  • Privacy Policy
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  1. Introduction

The Current State of Play-to-Earn (P2E)

The major inspiration behind Bounty Temple is the revelation that Play-to-Earn is still in its infancy. We have the bull market to thank for creating the right momentum for GameFi to reach the common users. However, the current state of P2E is certainly not perfect and, more than that is not efficient enough to support any game in the long term.

This is where Bounty Temple comes in. But first, let's take a look at what the current issues with P2E are.

Unsustainable Model

The major appeal of P2E platforms is that users are not just spectators or just players. There is an incentive for playing games and players can actually earn comprehensive, real-world income with their gaming skills.

The real issue here is that the only way to reward the users is with tokens. Here, there are multiple points of failure for projects if their tokenomics is poor. Even when projects have good basic tokenomics structure, they might not consider scalability. When more join in, more rewards will be distributed. And to meet these high demands for rewards, the projects would have to inflate the market with their tokens.

This creates an increase in supply as compared to the demand, and users are also prone to sell their holdings for a profit. Subsequently, this leads to the fall in token prices and the projects have no choice but to either reduce the reward issuance or, oppositely, increase the reward issuance to keep users compensated. Both these methods have high chances of failure.

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Last updated 3 years ago

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