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       #Post#: 747--------------------------------------------------
        The History of Gaming — From Pay-to-Play to Play-to-Earn
       By: boaza jakina Date: February 24, 2023, 8:48 pm
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       The History of Gaming — From Pay-to-Play to Play-to-Earn
       Until recently, games were split into two main models of
       monetisation: pay-to-play and free-to-play. However, a new model
       has started to emerge, dubbed ‘play-to-earn’. Here’s a brief
       overview of how gaming economics have shifted over the years.
       Paid Games/Pay-to-Play (P2P): The First Video Games
       It all started with arcade games back in the early 1970s. Arcade
       video games worked off a pay-per-play model. Like the name
       suggests, games were monetised per play. Arcade goers would have
       to stump up a small amount to enjoy one or two rounds of a game.
       This was hugely profitable.
       When home consoles arrived on the scene in 1972, game developers
       saw a need to introduce a new revenue model: single payment.
       This new method of payment meant that players could simply pay a
       one-off sum in order to gain total access to a game. Examples
       include FIFA and Super Mario Brothers.
       In the late ‘90s, subscription models — games that require the
       player to pay a regular subscription fee in order to maintain
       access to all parts of a game — were introduced. This method was
       especially popular with MMORPGs (massively multiplayer online
       role-playing games) like Tibia, Runescape, and World of
       Warcraft.
       Free-to-Play Games (F2P)/Freemium: The Next Chapter of Gaming
       In the free-to-play (F2P) business model, players have access to
       the core of the game free of charge, but are encouraged to spend
       money on enhancements, such as additional live, unrestricted
       playing time, an ad-free experience.
       During the early days of the Apple App Store, the majority of
       early mobile games like Angry Birds, for example, were based on
       the traditional premium model (i.e., paying for the game up
       front).
       In October 2009, the App Store introduced in-app purchases for
       free apps, enabling players to purchase digital items, such as
       in-game currency and resources, to enhance their experience.
       Soon after, popular mobile apps like Angry Birds, Temple Run,
       and Plant vs. Zombies would switch from the premium model to
       what we call ‘freemium’. Video games like DOTA 2 and Team
       Fortress 2 quickly followed suit, adopting the free-to-play
       business model while offering purchasable cosmetics.
       Play-to-Earn (P2E) and the Advent of GameFi
       In 2017, Ethereum launched CryptoKitties, the first widely
       recognised blockchain game. Shortly after, a number of other
       decentralised blockchain games were launched, including Ether
       Shrimp Farm, Ether Cartel, and Pepe Farm. These games use a P2E
       economic model, which provides players with the opportunity to
       monetise their time spent playing games.
       In P2E games, in-game assets are usually represented as NFTs,
       which players can obtain through in-game advancement and
       gameplay. Unlike traditional video games, where developers
       control all in-game economics, players in P2E games have
       ownership and control over their digital assets. They can even
       contribute to game decisions and help shape the future of the
       game through the accumulation of tokens.
       Take Fairy Cat Gamefi (Fairycat .net), for example, a blockchain
       game that rose to prominence in 2022. In Fairy Cat, players
       collect, breed, train creatures called ‘Fairy Cat’. Unlike
       conventional in-game items, each Fairy cat and item can be
       traded on the game’s marketplace for real money.
       The game has one native cryptocurrency: USDT. Which is what
       players earn through playing the game.
       With all that said, games like Fairy cat can have a cost of
       entry. In order to start playing, users must adopt one pet
       character. Building out an average team in first stage would
       have cost around US$30
       This initial cost is still a huge barrier for many, especially
       as the vast majority of blockchain game players currently hail
       from developing countries. This hurdle has led to the rise of
       gaming guilds — platforms that enable NFT owners to lend out
       in-game assets (NFTs) in return for a share of the assets
       generated — which reduce the considerable upfront costs for
       would-be participants. The most well-known guild is Yield Guild
       Games (YGG).
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