I call the “shop model” a distribution model that has 1) first come first served element and 2) fixed price tag for items in the shop. I am criticizing this model in the context of limited and highly demanded items. I will mostly talk about the “shop” to replace the “Gotchi Maall”, but please note that haunts have essentially the same model.
I will talk a lot about “flippers”, I call flippers typically a person that is only interested in short term gains and doesn’t care about the project’s success in the long term. Some people flipping on the bazaar are real flippers, while others are actual players that are just taking an opportunity because it’s there, both are fine to me. However, I believe we should always look for make this behaviour more risky as it unhealthy for the game overall.
- The problem: drawbacks of the shop model in the context of highly demanded and limited NFTs:
a) Feels unfair. I don’t say the shop is unfair, but it has luck and/or speed element to it that seems unfair. This game of “who is the fastest wins” is not a fun game to play in the long run. We should improve the shop to allow for more people to have a chance to participate, and for the distribution to feel more fair.
b) Skews the market. By putting a price on the wearables in the shop, the team impacts the price of all existing wearables on the market. Neither the team nor the DAO should have the responsibility or the capability to influence market price of NFTs in such a way. Only the market, therefore the players, should be responsible for price discovery.
c) It is not sustainable. How do we decide of the price of the next items in the shop ? Do we keep the same GHST amount ? What if GHST price moves 50% ? Do we use the 30 days moving average of all wearables of each rarity to price new items in the same category ? The price will never be right. Either price is too high and NFTs will remain undistributed, or the price is too high and the NFTs will sold instantly and then be flipped.
d) Incentivize short term trading of NFTs: fixed price + fixed supply + hype = flipping. Given the current hype, putting a price tag on a limited item essentially puts a price floor. There is almost no risk to buy in the primary market (gotchi maall) to then sell for the secondary market (bazaar). We should find ways to make it riskier for flippers to do business.
e) It is wasting money to the DAO. The demand impacts the price of NFTs only on the secondary market (bazaar), not in the primary market (gotchi maall/haunts) because the price is fixed. The moment the shop was sold out, NFTs were selling at 2x or more the price of the shop. That means that the treasury is missing on 50% of the value from that demand, and that players are missing on 50% of their potential rewards. The worst part is, this money is now is the hand of flippers, which then dump GHST on the market.
I think it is obvious that we need the shop model to be able to adapt to the demand. We could increase supply with demand, but then NFTs are not limited/collectible anymore. I strongly believe valuable NFTs are key to our success, because “number go up” is the best way to bring attention to the project (cryptopunks), and it’s a powerful engagement factor if players can have a chance to win them (powerball/loto). I am aware that we need affordable NFTs for user adoption, I’ve written a post about unlimited edition gotchis if you are interested. I’ll discuss how to improve the distribution model based on the weaknesses listed above, without increasing the supply for NFTs.
- Potential solution: Auction house model
This is one of the best way to deal with high demand for limited or unique items, that is why it’s so common for art. I believe this model would already be better than the one we have given the problems I highlighted in 1. However I won’t extend on this distribution model as I don’t think it fits the game narrative.
- Potential solution: The raffle model
Yes the raffle. But imagine a separate raffle where tickets are sold for GHST and not FRENS.
a) seems fair: everyone has two days to participate, no problem to send a transaction, everyone get the same chance to win per ticket.
b) The market decide the price. The price of the NFTs can be derived from the amount of ticket spend in the raffle.
c) Is sustainable. The team/DAO does not need to put a price tag for items. If demand is high, then the chance of getting NFTs are low and the price is high. If demand is low, chance to win NFTs is high and the price is low.
d) Makes it riskier for flippers. There is no “price floor” to buy the items at. Flippers have the same odds as everyone on the primary market (raffle). Because the demand is already somehow “priced in” it is not guarantee they can make profit from selling the items on the baazaar.
e) All the value from the demand is concentraded into the treasury. If demand is high, it will bring more money in the treasury, more money to develop the game, more money for the players.
This model is great imo because it has endless scalability, gives everyone a fair chance,is more aligned with the interest of the DAO, remains strong whatever the demand. Also, it adds new layer to the game because there are risks of items being cheaper on the secondary market (bazaar) than in the primary market (shop/raffle).
I don’t see any real problems from the raffle model, except that participants are not guaranteed to get any items, and cannot choose how many items to purchase. However, this is already happening with the current shop model because some people were not able to participate.
There is another discussion about what items should be in the shop. I personally think that the most powerful/demanded items in the game should not be purchasable in any kind of primary market, like it’s the case for the Gotchi Maall currently. But that is another discussion, so please try to restrain from discussing this here. Thanks for reading frens. I am curious to know if you agree with the problems outlined and what solution you have in mind to solve them.