The raffle is an abstract form of yield farming, where the farmer assumes the risk of liquidity provision in exchange for exclusive and rare items. We’ve essentially been incentivizing liquidity by periodically inflating the number of NFTs in the game. The biggest issues that I perceive:
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the irregularity of raffles, with long gaps between “cash-out” opportunities, where tickets can be redeemed for the reward.
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supply-side problems with large stockpiles of “pending rewards” (tickets) waiting to be redeemed.
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the questionable sustainability of NFT inflation as a way of bringing in revenue from players and therefore yield, especially during periods of depressed market activity.
If I were to reimagine the raffle system, I would introduce variable rewards for which entries can be redeemed at any time, and I would gamify the entries themselves through a system of randomization.
Awhile back I was working on a gacha capsule/loot box system that I shelved, but I think it could be appropriate as a possible starting point.
The idea is that there would be fixed, low cost for capsules. Any number of capsules can be purchased in one transaction. That transaction would call VRF, and the player’s capsules would each individually be generated with a random, weighted rarity (common, uncommon, rare, legendary, mythic, and godlike). The player can then choose to hold the capsules, sell them on the open market, or open them.
Any number of capsules can be opened in one transaction. That transaction would call VRF, which would roll on each capsule’s rarity drop pool (common capsules draw from the common pool, uncommons from the uncommon pool, etc.) and provide the player with a random item from that pool. The base prize would be tiered “fragments” that are used to synthesize better things, so that progress is always being made toward a goal even if the player does not win anything of immediate value.
There’s a lot of flexibility in what the other prizes could be. There would be a rotating stock of basic prizes that are always available and have infinite supply, such as certain parcel decorations, or temporary buff items, and perhaps special wearables that have in-game effects but are not counted for rarity farming. In lieu of raffles, the pools would also be periodically stocked with exclusive, limited supply NFTs that capsules have a small chance of winning. Once the supply has run out, there is no more, just like the original raffle mechanism. To prevent frontrunning, there would be a 3-day entry period before a new drop of items, where players may stake as many capsules as they wish, and upon the moment of release all staked capsules will be opened at once, so everyone has a shot at winning.
Some further potential is contingent on what Pixelcraft/the DAO will allow in terms of crossover. Player-created wearables, potions, installations, and items important to the subeconomies of minigames all greatly increase the possibilities. Items and tokens from partner projects could also find their way into capsules.
The final question is how these capsules should be priced. I originally considered Alchemica as the means of purchase, and I wondered if, rather than a completely fixed price, if the exact composition of Alchemica required to create a capsule could be variable dependent on certain factors, such as the day, week, time of day, or even the weather, if weather effects are introduced into the Gotchiverse. There also could be “tiers” of purchase that net free capsules if a certain number of capsules are purchased in one transaction, to encourage bulk buys.
It could also be interesting if some of the Alchemica spent went into the capsule prize pools, where it could be drawn from a pull.
While I think pricing in Alchemica could work really well, this system would need to be part of a sequence of releases intended to progressively increase Alchemica demand. The unaddressed problem however is the original purpose of the raffle system: a way of incentivizing GHST and GHST pairs. If we swap from FRENS/GLTR raffles to an Alchemica-denominated gacha mechanism, spending GHST on land, gotchis, and on Alchemica (for structures) becomes the only means of accessing what was previously passive yield, which would bump Alchemica prices, but would give much less reason to hold naked GHST or provide liquidity for GHST pairs.
This comes with a host of problems, which is why it would probably be better for a system like this to be configured such that it incentivizes GHST and GHST pairs (through FRENS, GLTR, or some other mechanism) instead of using Alchemica, but I think there’s a lot of room for conversation about how exactly to price these.