Tokenomics

Introduction of Tokenomics.

The key to the success of Game-Fi is the economic design of the game.

The success of a game depends on the playability of the game itself, including the content of the game, subsequent updates, and development which means the game itself must be able to attract a variety of players. It will naturally form a positive economic cycle when a variety of people join to play the game, this makes attracting people become one of the key elements.

WHY?

We found that the current Game-Fi lacks game content and playability, which only attracts the player who wants to earn, instead of attracting people who want to play the game. At this time, players only have profits in their minds and have no enthusiasm or love for the game. All players only play for profits, and everyone will leave when the game is possible in a crisis. That's why the current Game-Fi cannot withstand any crisis, no matter how well-designed the economic model is.

The players should have a desire or original intention to play games besides profits, some of them may want to make money from gaming, want to kill time, want to get a sense of accomplishment through gaming, want to be top 1, want to be a group leader, want to make friends, want to chat with different players around the world in the game, etc.

HOW?

Our economic model is very simple, with three key points: 1. to accept and regulate the "underground economy" of the game; 2. to have the revenue go back to the ecosystem and shared with players; 3. to balance the production and consumption of RODT in the game.

The above briefly explains the concept of our economy model design, let us explain how to achieve the goals in detail.

Our operating model is different from ordinary games, we do not sell any RODT (or cash) equipment or items, the economy in the game is established and traded by players themselves, players' consumption of in-game purchases (player top up RODT to trade equipment and items through trading house) and withdrawal funds (including BUSD and RODT) in the game are stored in RODT Pool, and 50% of ROGM (governance token) is held by the RODT Pool which means 50% of the revenue obtained from ROGM will be sent into the Pool and will make the Pool maintain sufficient reserves to ensure the value of RODT and further provide players with the stability of Play-to-Earn revenue.

There are three main purposes of this model: First, we hope that the operation and development of the game will be carried out by the team, but the future ecosystem and direction of development will be governed by the players and express their opinions. We want the players to jointly run the game with the development team, and we all know that in addition to the official economy, games also have an "underground economy" where players trade privately with each other. The scale of the underground economy in many games can be compared to the official economy, so opening and managing this underground economy has a great benefit to the entire ecosystem.;

Second, we believe that the revenue of the game comes from the contribution of players, and these contributions are also attributed to those players who put in effort and time for the game. If the economic model of the entire game has a high proportion that needs to rely on the joining of new players, the economy will eventually collapse, that is the reason we create a Pool for RODT and let the Pool hold a minimum 50% of ROGM which will sent the funds spent by new players and old players participating in the game back into the Pool to achieve positive economic cycle, that is, the money spent by players who spend money to experience the game is paid to other players who work hard to provide services in the game rather than paid to the game company as in traditional games;

Third, the game itself has designed a rich plot and storyline. With our dynamic balance mechanism, it is possible to maintain the economy of the game under any circumstances. The model will not cause inflation or contraction or losing values of RODT held by players due to no in-game purchases or new players joining.

We use ROGM as the governance token, and we have the Pool to hold ROGM to achieve the purpose of co-governance by players and sharing profits between players, at the same time, we can avoid the possibility of speculators affecting the game ecology via ROGM.

Simulation game situation

Through the above theory, we have completed testing the dynamic adjustment system during the internal test. The test aims to simulate 200,000 people playing on a large scale for 1,000 days (nearly 3 years). The measured result is that the RODT generated by the game settings will have 74% consumed through the content set by the game. The other 26% is consumed by other means such as paying conversion fees, transactions, and withdrawal taxes, the most important result is the game economy is in good sharp.

Simulation parameters: Initial number of players: 150,000 Player Growth per Month: 10,000 Cost per person: 100 BUSD RODT Pool holds ROGM: 50% increase to 85% Total number of monthly withdrawals: 85% Monthly withdrawal amount: 40,000 RODT

Based on the above and other parameters, it is estimated that the net income of the RODT Pool will be $34,132,500 (optimistic) and $20,953,950 (extremely pessimistic)* after it operates for one year (365 days). These earnings will be used as funds to maintain the RODT Pool's stability and increase ROGM for the Pool.

*The net income estimate is a parameter calculation obtained by simulating the possible extreme conditions (best and worst) of in-game player's scenarios, in the worst case, we have tested with the parameters if Players drop 70% three times a year.

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