According to BlockBeats, on September 17, Pigi, social and gaming director at Taiko, spoke at FarCon Asia, the first large-scale offline Farcaster ecosystem event in Asia, at a roundtable on “Strategies and Inspirations for Online Social Discussions”.

There are indeed problems with many current token economics, but this is another topic. It cannot be denied that direct rewards are very effective in games. I think raising funds directly from your other projects is also a very effective thing. For example, "Black Myth: Wukong" took 7 years to develop, and the team even set up another department to release mobile games just to fund the development of "Black Myth: Wukong" itself. If you can get these funds in advance from a community that supports your project, it will be much easier.

The industry habit in the past was to launch products quickly, with very short product cycles, but games take several years, especially good games, so we should be patient and wait for quality. In addition, I think a very important point is not to set the entry threshold too high. If you dare to sell your NFT for 0.4 ETH without a product, it really won’t work. Even if you need to raise funds, you should lower the threshold for buyers.

For example, a game like Black Myth: Wukong costs $70, but it's really great. So why would I spend $1,000 (0.4 ETH) on something that only has a trailer? And maybe I have to wait three years to join the private beta, and maybe have the right NFT. People spend a lot of time playing games, and their life time is precious. Time is money, so rewards are a nice addition. But if a token or incentive is the main purpose of playing the game, it's missing the point.