#WAXWednesday | Topping charts in @musicmogul_io w/ @MikeRubinelli

Recorded: Jan. 31, 2024 Duration: 1:54:09

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Good morning, good morning, good morning.
Started here in just a few minutes, going to re-tweet the room, I'm going to re-tweet
the Tommy tweet, and we'll get Mike in here and invite it up on stage too.
So hang tight, we'll just be starting in a moment.
Hey, Samist.
Hey, what's up, it's a super break, and people are starting to trickle in, you're inviting
our guest up in just a moment, and then we'll go ahead and kick it off.
Turn that off, all right, we got Mike, bring Mike up to the stage, good morning, Mike.
Hey, Tommy, how are you?
Good, good, I hear you loud and clear, very nice.
Fantastic.
All right, let me go ahead and re-tweet this space, then we'll start it off, I'm looking
forward to this.
All right, okay, re-tweeted, let's go ahead and give this, it's a start-off, all right,
so everybody, it's Wednesday, it's 10am, it's time for Wax Wednesday, good morning, everybody
in Wax, good morning, good afternoon, good evening, if you're visiting from other parts
of the world, I see a couple people in here right now.
Thank you for joining live, thank you for tuning in to listen later if you're doing
I'm happy to welcome Mike Rubinelli of Toronto Studios back to our Wax Wednesday space, Mike,
Tommy, great to be here, as always, I feel like this is the calmest, most low-key entry
you've ever given me, normally it's some sort of Michael Buffer-esque walking up into
the ring kind of interest, so I like the calmer, more subdued, Tommy, I'll be honest with you,
I feel less pressure to perform.
Well, this is a music movement, I don't know, I'm not channeling with Bruce Buffer, my
Bruce Buffer 180 right now, it's very small.
God bless.
Everybody below, if you haven't met Mike before, he's a long-time game veteran, he's
overseen games such as Madden, a bunch of WWE wrestling titles, he's worked at studios
such as Capcom, Electronic Arts, and Take Two, just name a couple.
Currently he's the chief gaming officer of Toronto Studios, developing Brawlers, Music
Mogul, and Spin Tycoon.
So Mike, welcome.
When we last chatted, I think it was in December, we were talking about Brawlers and launching
the Epic Games Store.
Then Music Mogul's launched and is now open to all so everyone can build their roster
of artists and start publishing hits.
So that brings me to what we're doing today, right?
I'm excited because it's been a while since we've done this, but Toronto has provided
us with rare artist NFTs that can be used right within Music Mogul Games.
So throughout this space, I'm going to ask a question to our audience about Music Mogul,
and you can reply by commenting your answer under the spaces thread.
Most of these questions are found either by producing Music Mogul guides or playing
the game.
So you can visit musicmogul.io to check out the guides and get started.
All right, so start off the space, I think I'm going to start off with that first little
Let's do a little quick giveaway.
All right, so the first question I'll do right now.
All right, so let me make sure I've got the space tweet up so I can see the replies.
Really Bird gets the worm, Tommy.
Bird gets the worm, yes, sir, yes, sir.
All right, so if you're listening here, we just retweeted hashtag wax Wednesday.
We're starting our space now.
Starting out space now.
Good job, Tommy.
Go ahead and drop your replies right under there.
And I'll be looking at, okay, question one.
Music Mogul is powered by two tokens.
Name them.
Am I eligible to win?
Not at all.
These that we're giving away today also were picked up by the Toronto team from the communities.
These are all purchased off secondary markets for giveaway.
All right, so let's refresh this.
Music Mogul is powered by two tokens.
Name them.
Yeah, by the way, Tommy.
I don't think that point can be kind of overstated enough.
We could have easily minted a bunch of NFTs and given away to the players.
But for every contest we've done for Music Mogul, for as long as I can remember, we are
either giving the players free packs that we minted or we are buying from the players
in the marketplace.
Like, we continually do that.
I think that this might be new news for kind of the players who haven't come in here before
but players who have kind of been involved with WAX or Toronto Studios Project is that
we try to buy as many things as we can from the community because we believe in supporting
our creators.
We believe in supporting our players and a player-to-player economy is really, really
important.
And we are a player of our own games as well.
So we could have taken the easier way out and kind of inflated inventories, but instead
we bought from the players.
Now, they can go ahead and resell the things that we've given away or they can go ahead
and bank the profits, but we're very much kind of an active player in our own game.
So I think that the community appreciates that.
But I always like to get the chance to kind of say, look at us, look at how we do things.
We try to set the bar really high for the game studios and developers to follow.
Yeah, absolutely.
I see the first answer here under the hashtag WAX Wednesday's tweet is from Puzzled, Puzzler
Puzzled, excuse me.
So let me grab that, your ID.
You are our first winner.
I think I saw a couple of people posting on the other thread.
So just double check which one that you're posting under so I can make sure that everyone
who is answering quickly gets rewarded.
Let me go ahead and record this to the Puzzled and then move on.
So Puzzled, you have got, I think we're going to send you a Giselle LaBelle, number 413.
And I'll send all this.
I'll coordinate all this dropping these to Wallace after.
If you want to drop your wallet in there, make it easier for me.
You can do that too when you apply the trivia.
All right.
That was fun.
Let me see one more though, because I'm not, I'm like, it's, I'm excited.
So this one, um, music mogul, um, trivia number two, right?
So music mogul features artists from five different musical genres.
What are them?
And for one of them, I'll accept either answer for one of them right now.
We are in, let me see.
I really am excited by the way, to see all a lot of familiar faces, to see Al Sian here
and Chris and, and D Todd and some of our old friends.
It's a, it really is good to see everybody kind of coming in and it's like a old home
A lot of times these spaces where you have these relationships that you form with people
online, whether it's on X or discord or telegram or what have you, but to sit here and get
a chance to talk to them in a town hall format, you know, I really appreciate because, uh,
you know, a lot of times like with tax, like tone doesn't translate.
And I think that it's important for our players to kind of understand Tommy, how we approach
community and how important it is to us.
And we want to be, you know, very, uh, you know, approachable and very available to answer
questions and have concerns, but also get the chance to explain the thinking and how
to optimize, you know, engagement and, you know, kind of, uh, what the road ahead looks
like and why that is.
And a lot of the things that we're building in our roadmap are very much player informed,
whether it's directly from comments as, as a kind of a focus group of one, if you will,
or it's empirically, as we looked at kind of, you know, what the dashboards tell us
the players are doing or what they want to do, or in some cases what they're not doing
that we wish they were doing.
So it's really good to kind of close that loop and have, uh, a much more intimate relationship
with, with the players that play our game.
You know, we very much like to kind of hear from them and, you know, engage this way.
Yeah, I think, um, it's important that, you know, when you're getting feedback, you know,
is it, um, is it something that's constructive?
It's something you can build on and how you take that in, um, develop it and then, um,
turn it and add it into your game.
It's really important.
And that's something that I saw with brawlers.
Um, and I mean, there's, we're kind of getting ahead of ourselves at the interview stuff,
but we're like, one of the things I've seen a lot is, you know, I know you're not very
active on Twitter, but you are probably the most active person I've seen in discord because
you're constantly in discord all day, talking to everybody, getting ideas, sharing ideas.
So I know that that's one another thing that is very big here with us.
Yeah, I kind of probably over index on community because well, first of all, you never want
people to feel left behind and we sort of tell people go to discord because the community
can help you.
The community is, by the way, is great at like, we're going to talk about, you know,
um, well, an answer to a trivia question coming up is one of our community members.
I'll just say that, but it's, uh, the amount of education and self policing and assistance
and theory crafting that takes place in the channels is tremendous, right?
And there's some really thoughtful, really smart, really well-intended folks in there.
And so we like to go in there and not only see that and, and, and, and build upon it,
but we like to recognize it and add to it where we can.
And you know, these games anymore, uh, you know, we've said it a lot.
I think the future of gaming is all going to be, I think there's going to be a larger
percentage of community sentiment, community focus and community engagement.
Things that live outside of the game experience are going to be vital.
And the thing that I always point to as an example is if you look at World of Warcraft,
like it's still running today, right?
And some people are going back to play the original version, all that fun stuff, but
they're not playing it because there's 20 years of innovation.
They're playing it because of relationships, right?
They're playing it because of social currencies that they are earning and, and, and, and people
who also like to play World of Warcraft that they've never met before in their life, they're
probably not even in the same time zone, let alone country.
And yet they do these things together and it feels really good.
Like we're all like-minded and, you know, discord is a great way to build that community
and again, talk to people about doing things that you both like.
And there's real value in that and real, you know, relationships and bonds can be formed.
So we love to see that.
We love to lean into that and we love to make sure that people kind of obey the rules of
the channel because, you know, some people can come in and don't understand kind of
the culture we're trying to build.
And so, you know, we keep an eye on it and we try to, like I said, you know, plant some
seeds and have some good things grow in discord.
Yeah, I think the way that we use discord, just like you said, planting seeds, seeing
what grows, it's being able to have that immediate kind of reaction and conversation and dialogue,
if you will, with the community, I think is really, really big.
And that's what I, you know, I'm huge on discord.
Let me really quick shout out.
Doug Zillowboof with the answer happens to me here, Doug Zillow.
So the five genres, genres, country, pop, R&B, dance and rock.
And for dance, I also would have accepted EDM.
But yeah, dance is the official name now in the client.
So that's what I'm going with there.
So Doug Zillowboof, thank you very much.
I've got your Twitter.
I'll reach out to drop off a brandy cords right to you a little bit later today.
Ironically, we may change it.
We may change it in client back to, we may change it to EDM because it's already on the
template as EDM.
And so from a consistency standpoint, ironically, we'll probably change the game.
That's just something, again, that we don't always get everything kind of polished to
the high level of kind of, you know, shine that we like.
And so there's some things that are a little bit inconsistent or some quality of life
that we like to add in.
But again, we'll, we'll get there in time.
Absolutely.
All right.
So let's go ahead and start chatting about music over here.
So I've got a good amount of questions for you.
Some of these I got from my own brain, you know, fancy that.
Some of these actually came from questions I've seen throughout the community.
Let me shout out, you know, let me shout out, I'll see, let me shout out that blackfang
where I've talked to both of them and kind of getting some ideas of like what type of
questions they wanted to hear as to accommodate the questions I want to be right.
So, so if you're listening below, I'll have a few breaks on my own questions.
If you'd like to join us up on stage and pose a question to Mike about music mogul
development or gameplay, go ahead and raise your hand and I'll call up a few of you up
throughout the space.
Excuse me.
I'm tired.
I'm trying to go too fast.
All right.
Let me put the brakes a little bit.
So, all right.
So first one, kind of like about the, how music mogul came about, like, like, how did
it come about?
When you're creating a new game or IP, like, what type of research are you doing or does
Toronto's be doing that?
What are they, what kind of research are they doing before you decide to maybe like a genre
of the game, a gameplay loop or other types of game features?
Music mogul is fascinating from the standpoint of, gosh, for it, what, what appears to be
such a simple game, right, it's a, it's a quote unquote clicker, right, if you will.
We think where it's going is really interesting when you talk about kind of the future plans
because we do, we have really kind of large aspirations for it, but it started back in
kind of, you know, late 21, right?
So call it, you know, July, August, September 21, we came up with the idea of, hey, look
at all these kind of mining or farming games, we should do something akin to so rare of
all games, right?
So rare, if you don't know it, is a fantasy soccer product that's huge in Southeast Asian
kind of all over the world where you're picking your roster, your roster is filled with stars,
the stars are NFTs, you put it out there, there's a computer simulation, it rolls up
how you would do and on and on and on, stars are going up and down in value, tied to real
world performance, like, there's some really cool things.
So we sort of thought there's got to be a fantasy sports analog that we can do in the
blockchain space, but let's tie it to music fantasy.
And great, great idea.
Let's do that.
And so we started building it.
What happened was the developer who was building the game initially was a group that had never
built a blockchain game before.
And so they're running into a lot of problems with the smart contract.
And then we really weren't loving the product that they were putting out there.
We didn't like the system design.
We didn't like the economy.
We didn't like the balance.
We didn't like the features.
And so we cut them loose.
And we said, hey, you know, let's, you know, it's not you, it's us.
Let's move on.
And so we did.
And we took it to a different group.
Well, the funny thing happened when we placed it with a different group is that the market
shifted out from under us.
And you know, clickers became very much not in vogue.
You saw with blockchain brawlers, you said, we're going to have a PVP game.
There's going to be Richard Garfield and all these things.
Let's build a real game.
And so we had to completely kind of add in this Gen A music stuff and some other, you
know, competitive things that that are interesting to players.
It's not just this passive, again, show up and click a button.
We had to add RNG.
We had to have all kinds of things to make it deeper and more interesting, all the while
trying to balance two different tokens against one another and creating, you know, utilities
and so forth and so on.
But what we realized is that, and we should have known this, and this is our fault 100%,
is that the game that was originally built from the developer that we moved away from
had a back end that we weren't willing or readily able to support.
We had to completely rewrite the whole back end structure, which is basically like building
the game over from scratch.
And it has nothing to do with the front end part, like the design is a design.
But you know how you kind of store player data and how you have the ability to kind
of run and set up all sorts of administrative things, including scaling, was something that
we had to redo.
So meanwhile, the community is like, this game's never going to come out.
You guys suck.
And they were half right.
The game, of course, is going to come out.
And we did suck.
And we readily admit that.
But we never gave up on it.
And we very much always believed in it.
To the point that we gave away 20,652 packs to Army for free, card packs, that the players
have sold to one another, I'm doing the math now, it's somewhere north of $100,000 that
we just gave back to the community and said, here you go, you know, thank you and sorry.
We said that music mogul wants to be something that's very ambitious and very, very interesting.
And we thought music meets fantasy sports was a great idea.
And we discussed it internally.
We looked at the competitive landscape.
We said nothing else is out there like this.
So it's got a shot.
You know, why not?
And it got a lot of traction internally.
The thing that most people don't know is originally, you know, the big three studios, the big
three music studios were attached or music publishing groups, excuse me, were attached
to bring talent into this game.
And we said, great, well, you know, we have to be able to upgrade them and we have to
be able to, you know, use this, you know, and use that content.
And they're like, oh, wow, yeah, no, you can't ever do that, like, right.
But this is the blockchain and things are open and trustless and permissionless and
on and on and on.
And so we actually had to remove a lot of the actual, you know, again, you know, the
music companies that are publishers, you know, we had to actually extract them from the game.
That's how this originally was built.
And so that took us a little bit of time to go ahead and repurpose and redo a lot of art
and a lot of UI tied to the actual music publishing groups.
That is like hell of a history.
I know I knew about the transfer from the old developers, but I didn't know about all
that with all the different music industry too.
And you mentioned the generative AI.
So before before, that's something I want to ask about.
I wasn't sure if I was going to bring it up, doesn't let you bring it up.
But before we do that, let's do another trivia question.
Yeah, absolutely.
All right.
So if you're listening below, I began, I tweeted out post your trivia answers under the thread
that says hashtag wax Wednesday.
We're starting out space now.
All right.
So you can see a puzzle is in there, get the other answers in there.
Go ahead and post the reply to that tweet.
Here's the question.
How can new moguls earn cred without buying it from an exchange?
So how can new moguls earn without buying it from an exchange?
Because we, I think when you were kind of thinking about like, how, like, well, I don't
want to give it away.
It's a really important topic and it's a really different topic and it touches every part
of the game.
So once we get the answer out there, I'm fascinated by what we've done and how it's worked and
share with the players what the results have been so far.
The interesting thing about music mogul is, you know, we're, you know, we're blazing a
lot of new trails.
We're doing things that have never been done.
But of course we are because that's how we think we're trying to reach an audience that
hasn't been reached before.
Again, this is a very different kind of set of aspirations.
And the new things that we're doing, the new things we're trying are all in the name of
progress.
Like the last thing you'll get from us is copy and clone.
That's why you see, you know, we were one of the first blockchain games ever in the
Epic game store.
We were, I think, the second blockchain game ever or third blockchain game ever to have
an Amazon Prime gaming promotion.
You know, we have a dedicated client for a blockchain game.
We have, you know, we just we do things that haven't been done because we want to understand
if that leads to broader acceptance.
The common thread you can draw through every single feature of every single game we've
ever built is does this allow us to get more players in?
Because without more players coming in continually, you know, games, communities, movements, you
know, they can stagnate and die.
And so we always look for things that we think will actually give lift to overall player
engagement and retention and adoption.
Yeah, absolutely.
I didn't see, I saw Johnny Butterfingers put up a answer, but it wasn't the right one.
Johnny Butterfingers put up, I don't see it now, I need to leave it at that.
Is Johnny Butterfingers actually an employee of WAX?
I mean, is he allowed to, I mean, he works, he works for the Brawlers organization, it
looks like.
He's worked in the Metaverse for sure.
That's terrific.
That is absolutely terrific.
He put performing, but a new mogul won't have the C notes required for performing as a new
So they were looking for what is a brand new mogul need to do or what can they do to get
cred without buying it from exchange?
I know Krish knows this.
Is Krish still in here?
Who else knows this?
Let's see.
Pateng, I know you know this, Dionix, I know knows it.
Who else do I see?
Does nobody have any answer yet?
Is this, are you seriously?
I'm refreshing.
It might be just like, I'm not going to refresh the tweet over and over again.
I wonder if it would be easier if people came up on stage to give answers, but I wonder if
people are afraid to come up and speak.
So I don't want to force people up here.
I don't think anybody in our community is shy.
They have no problem telling me what they think and what they believe.
Fair enough.
Come on, you guys.
That looks like a better answer, Mr. Butterfingers.
I'll take, I think I'll take this one.
It's under the wrong tweet, but it's the only one I'm seeing.
All right.
So he posted a gif of someone with a flamethrower burning the shit out of the common artist.
So yeah, if you're a brand new mogul, you can earn cred by sending your common artist
on a farewell tour is what we'll call it.
We call it in the, in the client.
So, but it's basically, it's actually, you're burning the artist, you're burning the NFT
and you get a small amount of cred, which allows you to start to record and participate.
You know, it's funny with those three tours that we did, we, we were just going to give
them just a generic name, right?
Kind of common, uncommon and rare.
And one of our, one of our developers said, why don't we call it a farewell tour?
Cause you know, you're kind of sending your artist and they'll never coming back.
And I thought, oh, how funny, you know, cause we try to do things and have personality and
make people smile.
And so then, then we said, okay, that's the farewell tour is what we'll call the common
burning, the act of burning a common artist, the act of burning on the car, uncommon artists
will call, you know, burning for you.
If you know the blue, blue oyster colt song, right?
We need, we need more cowbell.
And then I think the rare tour is called a headline at burning man.
So we tried to be funny and clever just to show a little bit of personality because you
know, everything is intentional.
And the burning mechanism was really interesting.
The thing that we had seen with other games, but the things that we wanted to do was there
was a couple of things that were really challenging for us when we were launching.
One is how do we let players come in the game and play at a very, very, very low cost?
And yet how do we not sell more inventory?
And how do we fight the already large kind of amount of kind of common entities in the
We said, I know if you come in and you burn an NFT, you will get a token, which I don't
think has ever been done, although it probably has because there are no new ideas.
But we thought if you come in and you burn an NFT, that'll help us overall inventory
levels of NFTs.
That'll bring them down, which will help with price support.
It will help with, you know, striving to kind of tackle supply and demand, but it'll allow
the early players to come in and, you know, play the game without us having to worry about
a botnet exploiting what that is.
And the thing that I think is important for the players to understand is that we look
at the game launch in phases, right?
So there's a closed beta phase, which we think attracts a very aggressive, very well-heeled
audience member.
There is kind of the launch phase that's kind of got, you know, crypto curious or, you know,
game curious folk coming in sort of saying, hey, I'd like to know more about this.
And then you kind of got what we think is kind of somewhere between Feb 1 and March
1 is more of a steady state of, OK, economies are balanced, competition is balanced, and
what have you.
But we looked at what we did, Tommy, as we looked at there was 2,100 and wallet owners
that had at least one NFT for Music Mobile in their wallet.
So this is pre-launch.
Of those 2,100 wallets, 1,100 of them had at least 10 NFTs in their wallet.
And so we said, OK, if 50 percent of our audience has a common NFT or has 10 common NFTs, at
least, which is what we saw, we should then allow them to burn those NFTs and to record
one song.
The idea was come in, you know, burn some of your lower level assets, take that cred
you get, go into the studio, cut a track and enter it.
We said, OK, that's, you know, we get, you know, we get a certain amount of people come
in, they'll, you know, create 300 songs, 400 songs, whatever.
We pay out 500.
Then there's a little bit of room for more people to come in and have a really good experience.
That's how we thought it would all play out.
And that made sense to us.
And during the closed beta phase, we saw a tremendous amount of, you know, common artists
NFTs getting burnt.
We saw common artists NFT inventories plummet.
We saw common artists NFT values go up very, you know, nice, I won't say through the roof.
This is not kind of, you know, moon boys 2021.
But you know, before we launched the common burning mechanism in the closed beta, which
was I think we did that on December 19th or 21st, something like right in there.
The common artists NFT was selling for 21 cents during the closed beta with all this
burning action.
You know, the common NFT artists got as high as a dollar 20.
So six acts in a matter of a couple of weeks.
And of course, all the all the undercutters came in and just kept on undercutting each
other to death.
But you can still get a common artist for 60 cents.
Okay, so that seems like now supplies dwindling demand is staying strong, and we'll continue
to put burn incentives in place.
And that was for the common artists.
But the same thing has happened for the uncommon artists as well is that you get twice as much
credit if you burn an uncommon artist, even though the blending rate is different.
We wanted the cred to be two acts for the common artists.
Now the tension that we wanted to introduce intentionally for the rare artists is that
you get even more credit, obviously, for burning rare artists, you get you get, you know, nine
times or six times as much, excuse me.
But now all of a sudden, when it comes to performing, the really good performances start
in the game with a rare tour.
So you have to decide, okay, do I want to burn this rare artists now and get 18 cred
that allow me today to create six songs that I could enter into a competition?
Or do I want to save it and hope I get enough rare tours over time, so there's kind of two
ways to apply it.
You can get immediate gratification, burning an artist and creating six songs to enter
into a weekly streaming comp, or you can hold on to your artist and hope you get rare tours
over time that then generates even more cred, which will generate even more C notes.
So there's no obvious answer there.
The thing that we also, I think that's really, really important that I don't think we plan
on changing anytime soon is you can put your uncommon and common artists out on our performance
if you have C notes to earn cred.
But it's completely upside down in terms of its earning potential.
And that's very intentional.
What we're saying to the world is burn your low end artists, like, let's just get rid
Like, it's healthy for everybody.
If we have three of these things in the world, and it's happened, I mean, when we did our
pack sales, and if you include the packs we gave away, Tommy, there's something along
the lines like 200,000 NFTs that have or could have existed.
And today we're down to less than 60,000 NFTs that exist in the world.
So we're doing a good job of allowing and incentivizing players to burn and blend and
all that fun stuff.
And we've just gotten started.
I know that was a lot to take on.
But I think the burning mechanism is important because we had to figure out how to how to
not create an exploit that we knew the bots were just going to drive a massive semi truck
through and take all the tokens and then dump them on the market and everybody loses.
Yeah, you brought something up there like that kind of dilemma like when I started setting
up my artists, it was I think I took all of them that I could craft up because you can
craft up artists, too.
I crafted up my anything I could have three commons, I turned those into uncommons.
And then I went to look to get started and I'm like, all right, well, hold on a second.
Three uncommons or three commons equals nine cred right now.
But an uncommon equals six cred.
Why the hell am I going to burn an uncommon if all I've got is commons and uncommons?
So you can get those like those little commons and just sacrifice them to the to the industry.
And then you can start off that way, too.
It's always kind of something it's not just straightforward, always have to think a little
bit when you're trying to make your decision of what you're going to do.
And I like that.
You know, we did.
Actually, we made we made one upgrade to the Whitney site last week that nobody even realizes
and we didn't tell anybody about it.
It's that it was so, so useful.
Go go ahead.
That you know, so there's twenty five artists per genre, right?
And if you had an upgrade, you had to like search through twenty five sections to see
if you had an upgradeable asset.
But what we did is we said now like you could have twenty four slots not upgradeable or
twenty four artists not upgradeable.
But the twenty fifth one, you know, way, way, way, way, way, way, way below the fold, you
could upgrade.
But you'd have to scroll through and check every single one.
Now the artists that are upgradeable because you have enough assets required in the recipe,
those are very much listed at the top.
And so now you're just like, oh, yeah, here's all my upgradeable ones available.
They're about the fold.
And as soon as you see one's not available to be upgraded, because you don't have the
assets, then you can rest assured that anything else below that is not readily able to be
upgraded.
And so we made the upgrading process of the blending process much faster, much cleaner
and much it's it's a kind of an undocumented, you know, change that we made.
And we think our developers saw that and said, wow, you know, and in like all things, right,
necessity is the mother of invention.
We were experimenting with some of the burning recipes to see about what would it take to
increase them or decrease them, because we've often thought about we think about things
all the time that we never do, but we theory, Chris, like as an example, I'm making it up.
And just to say we went to, you know, one artist, one common artist or two common artists
blends into an uncommon artists and three uncommon blends into a rare like we looked
into like seeing if we could reconfigure the recipes and how much work that would be.
And he was digging around to look into that work.
He's like, oh, my God, these things are not sorted from, you know, possible to impossible.
They're just kind of random, he said.
And he was going around blending his artists and he hated the process that he had to go
through to blend up his own artists.
So he said, I'm going to fix this.
And so he took it and he's like, yeah, now, if you have a blend, it's at the top.
If you don't, it's at the bottom.
That simple, because he had to go through that pain and suffering.
Then he took the initiative to make that a thing.
Yeah, it was like I said, it was it was exactly like you described.
It was very easy.
I knew right away, like, oh, this is makes it so much simpler.
I don't have the gig.
And I just click.
All right.
So I've got, you know, I've got three pops.
I've got an R&B.
And now I've got uncommon.
It was just fast.
All right.
So let me do we are bouncing all over the place, answering questions all out of order
that I got here.
So I'm going to let's do it's my fault, by the way, this is great.
This is this makes it easy for me.
I'm I always enjoy having you as a guest.
So let's do another trivia question here.
So here we go.
So trivia number four.
How many tracks or songs are awarded C notes at the end of each weekly streaming competition?
So you have to get into the top, what?
How many tracks and songs are awarded C notes at the end of each weekly streaming competition?
Let me pause for a second.
I know Doug Zilla has been all over this this morning.
Quick answers.
Let's see.
I'll refresh this a couple of times.
Why don't I ask you this as well?
So I had a couple questions come talking about packs and commenting a little bit about some
stuff that was said in previous space, which was I won't quit due on it because it was
a long time ago.
But I'm more recently, I think it was in the town hall that we had just a couple weeks
ago before we launched.
When we first did the pack sales, it was 75 for a pack, right, 25, three dollars per entity.
So one of the questions I had was like, when it comes to these types of drops, and this
might be a moot point at this point, but it would come to these types of drops.
How does Toronto kind of look at pricing for drops like this?
How do they determine that?
Yeah, it's a great question.
So the thing that we've been on record as saying, and the thing that we're going to
adhere to is that we're not going to sell any more packs until we can get what we feel
is fair market value, which I think, you know, three dollars in NFT for a common artist
is probably the target price.
It was back in June of 2022, and I think that's still true today.
So the users can, you know, again, they can take solace in the fact that we stick to our
guns and know that understand that we have a price target of three dollars per NFT as
a starting position.
Like we won't, we will do everything within our powers to make sure that that is the starting
price for the player to play a game is three bucks, three bucks, you can come in, you can
play the game.
Once the common artist is at three dollars, everything changes.
So we're going to try to burn as many of the common artists as we can.
In fact, if you look at the lesser, the lesser kind of popular genres, because we didn't
do pack sales, you look at country, like a Dan Dan slash EDM, you look at rock.
You know, the token price, the wax P price on any of the marketplaces is kind of three
to five acts.
So if the if the common pop artists, which there is the most of right now are selling
for kind of eleven to twelve whacked, which is about 70 cents, you know, the other ones
are selling for, you know, two dollars, two and a half dollars.
So we're not too far off.
And the undercutters, which, you know, are kind of coming in and, you know, providing,
you know, not a ton of stability in the market because they just continue to undercut each
other, you know, they're not able to do that in the other genres because there's just not
as much inventory.
And so the value extractors and the yield seekers are able to stay away from those other
genres. So we look at, you know, we look at, you know, rock, dance and country as a sign
of things to come.
If we can continue to put downward pressure on inventory, the prices will adjust accordingly.
You know, the other interesting thing, Tommy, that's happened is that for the first time.
You know, players can arbitrage between, you know, Alcor and Atomic Hub.
I don't see that they're doing it, but that's something that's never happened before.
It was earned tokens in the game, sell tokens on on exchanges.
Now it is. You've got multiple outlets for, you know, tokens, right?
You can you can buy an artist and burn it and get a token or you can go to Alcor and buy the
token and use it.
So these are two different price standards are kind of fighting each other as well.
So look, the more we continue to put inventory pressure and increase utility and increase
power in these lower level assets and get them out of the game, then the better off everybody
will be. So, you know, look for us to continue to talk about inventory levels as it relates
to the price of inventory in the market.
And that's how we we look at our decisions.
That's what drives it.
Yeah, I think the the statement of sticking to this no sales to the three dollars on the
common art is a strong one.
And it's it's a good one.
It's a good community.
And it also helps that, you know, when you're purchasing for giveaways directly from our
players. So let me announce really quick.
I see Chris was the first one to give the answer.
I just edged out Dogzilla again.
So, Chris, thank you very much.
And then I don't think I announced what Johnny B.
Roll is going to get. We got a Venus Jones for Johnny and I believe it'll be a Chaz Pizazz
for Chris. These are all pop artists.
These are all rare artists.
These are not one is not going to be stronger than the other.
I just have them listed.
So there's no no one's going to advances or I did list them in order to kind of move.
So like I want to give the mint, the lower mints away later for the I do have some harder
questions that you'll have to definitely be, you know, get engaged, tuned in to the
musical goal of game or community there to get those answers.
So I want to say that call that out.
And then following up on the last question, the last about the packs, you know.
Oh, no, I think you answered that.
All right. Yeah.
All right. So next question I'll have is going to be kind of about about development and
it's going to be what you've already talked about kind of at the top of the show, what
happened before that, you know, made that kind of put us in a slog.
So let me ask you now, additional features plan for music mobile one point five, two
point or whatever we call it, what is coming up next?
And can you talk about the genre of AI?
We can. So, you know, as I said before, we look at this game in terms of stages, there's
the closed beta phase, which we knew that we were going to reach out to some of our most
engaged players. And, you know, the economy, everything was tuned a certain way for what
we thought day one would be.
But then we got some pretty consistent feedback from players who said, look, you know, it's
a little too expensive.
And the surprise for us, Tom, is we thought five hundred songs is plenty to reward
initially. Right. Like that's a lot of songs.
And if you enter if you enter a track, you've got a pretty good chance to be in the top
five hundred because the number of players we just did the math.
We said five hundred is great.
But week one, because we ran a closed beta without a streaming competition for five
weeks before we launched.
Week one saw seven hundred and forty five songs in here.
We thought, oh, wow, that's two hundred and forty five songs that didn't get paid.
That's too bad. But look, it'll leave it out and it'll be fine.
There's only three hundred pop songs.
We'll run pop again week two.
Everything will be in balance and we'll be off to the races.
So week two comes along three hundred songs that weren't entered the week previous because
their grades were kind of low.
They get they get in and like, OK, yeah, this is working just like we thought.
They paid out five hundred.
So eight hundred and ten songs were created and did not get paid.
Not something we anticipated.
So we then quickly moved to and kind of vetted the idea of moving to
a participation bucket model, which would pay more players less tokens, if that makes
any sense. So as an example, if we set the amount to seventy five percent of all entries
get paid, if there were thirteen hundred songs entered, nine hundred would get something
right. They get less than they would have otherwise, but they won't get zero.
And so we like the idea of players feeling like they get something for their effort.
While it's it's it's nice to see a lot of participation, a lot of engagement, it's terrible
to see when players don't get something.
And we don't love that.
Now, we don't believe everybody should get everything all the time because there's got
to be some tension.
There has to be some real healthy tension.
We like to we like to play hard to get a little bit, but I think it's a little too
punitive now. So we're going to move to a bucketing system where a percentage of the
players get their average share of tokens.
What's going to go away really interesting is right now, the top spot gets a thousand
C notes, which are really valuable.
C notes on Alcor you can find a day or something like for a buck forty and a buck fifty a
piece. So getting a thousand C notes is a big deal.
And there is, you know, decent volume and liquidity to make that matter.
When we move to a bucketing system, there's not going to be a thousand C notes for first
place anymore.
But what there's going to be is there's going to be that top, you know, call it two percent
of the audience is going to get whatever those top 10 spots were before.
It's like twenty twenty four hundred twenty seven hundred C notes.
We're going to redistribute across the top, the top two percent of players, which in last
week, you look at the thirteen hundred track number, that would have been eighteen players
would have gotten an average of one hundred eighty C notes.
Right. So now you've got a good shot at the top prize, but not the very top prize.
So we've shared that with the community.
There's been some pushback that like I want to try to get the thousand C notes.
So we're going to go through all five genres before we do this bucket.
So if you're going for the thousand C note top prize, you've got until country resolves,
which I think is on the twelfth of FAB or the 19th of FAB, something like that.
And then we'll move to a bucking system because, again, we think it's more fair to get more
C notes in the hands of more players because we think that gets the economy going, that
gets players to engage even more.
And again, we never thought that players would enter thirteen hundred songs on a
weekly basis, knowing that we would only pay out the top five hundred.
But they have been. And so we're going to adjust our thinking to what the player
behaviors are. Again, we want to be more fair and we want to be more balanced.
We don't want to be super, super, super top heavy.
That was a lot on just one aspect.
You asked for other features.
I think that we'll also move to daily competitions.
I think we'll move to worst song competition as well.
Like if you've got a D or an F, good for you.
There's a chance to get something.
We've got all kinds of ideas coming up.
But as it relates to Gen.
I. So here's the interesting thing that we've learned.
There's tons of places you can go to that can create generative music.
I. But there's not a lot of places that can create lyrics that go on top of that.
But we found a group that does.
And we found the ability to combine these two these two technologies via separate API
calls. So now imagine a world where you create a track and we give you that random
title, the keywords from that random title would then be used to most likely be part
of the lyrical construct.
And again, the lyrics would be algorithmically generated.
And then we get we'd have a voice a voice mod that would create like singing or
rapping in this case.
And then we through the other set of APIs, we'd create a backing set of tracks that
were tied to the overall sound quality or the grade quality of your score, which will
also be tied to studio prompt.
So you've got a lot of gear or equipment in there.
You've got a sound engineer.
You've got a composer.
You've got all these things like you're going to have this really rich, really diverse,
really interesting sounding track mixed with lyrics that key off of the keywords of your
song title.
Like when it works, it works unbelievably well.
And when it doesn't, it's horrible.
And so if you get a D or an F or a C minus, whatever you track probably can sound terrible,
but that's OK, because it's going to be real music that the running joke I used to say
is I used to refer to our game as no music mode, right?
Because there's no music, right?
No music and music mobile.
So I would lovingly call it no music mobile.
I always want to change that.
And if you listen to the audio tracks, just the audio, not the lyrics, but the audio tracks
that we can generate now in this game dynamically for the players is really, really cool.
I do think we will.
It will be optional.
You don't have to do it.
I think we'll either charge a tiny amount of credit or a tiny amount of seniors to do it
because every API call that we make to this platform costs us money.
We don't get it for free.
It's not even fractions of a penny.
It's more than that.
So it's not something that comes just gratis to us.
I asked for free because I said we'll give you tons of promotion.
They're like, yeah, no, thank you.
And I do think there'll be some sort of gameplay tied to that, whether it is getting an additional boost
in your grade or additional points to your score, a number of streams if you create a real track
or if we hold streaming competitions.
What I'm leaning towards is streaming competitions in the community
where if you generate a track using Gen AI music to create an actual track track, right,
it's more than just go to the studio and hit record.
If you go ahead and opt into actually creating a track, what I'd like to do is I would like
to hold daily competitions where the players in the community upvote for their favorite artist track
that was created by a player, right?
So now it's not just like, oh, you know, this player put the most stuff in their studio.
They created a track, therefore they win by default.
You know, music is subjective.
So now all of a sudden it's like it goes beyond that, hey, just look what I created,
which is always fun to do, but now we've tied it to a competition.
Look what I created and please go vote for me.
And the players who do the best, top three, top 10, top 100, whatever it wants to be,
now there's another reason to come in and do something.
I think the thing this game really misses is daily, meaningful daily engagements, right?
Like you record every day, sure.
You can perform every day, sure.
But how about daily competitions?
Right now I saw Badger and the other day said, you know, music mogul is hurry up and wait.
Like I come in, I create all my tracks and I submit it and I have to wait until Monday.
Like we don't love that.
We don't love the lulz interactivity.
We don't love the lulz and things for players to talk about in the community.
We don't love the lulz and engagement and in progression.
And so these are all the things that we are working on addressing.
And the thing that I tell players too, like, look, you're here early.
Like this is, you know, literally week two of a multi-year journey.
And if you don't like it, you can be, you know, I promise you, we don't love it either.
Like we're always looking to get better every single day.
And that same goes for brawlers.
You know, we continue to add features and functionality for brawlers that, you know,
we're coming up on our two-year anniversary.
So I think in a world of kind of uncertainty and rug pulls and whatnot, that's a thing
that the players in the community, again, should take to heart is that, you know, we're
here for the long haul.
You know, we're waxed, we're Toronto.
We're not going anywhere.
We very much believe in what we're building and, you know, we're not going to disappear
in the middle of the night and say, hey, where do those tokens go and, you know, did they
dump them in?
Who's behind it?
Like, we're very vocal.
We're very visible.
And we're very present.
Yeah, absolutely.
I think that's something that's often echoed I see in the Discord as well from either the
community and often times as well the mods as well.
So one of my questions is going to be like, is the team receptive to feedback and like,
kind of like, what do you look at besides like direct community feedback?
I think you've covered that, talking about just like all the things that are coming up
and then some of the changes specifically with the weekly comp you mentioned right before
Well, we are.
Yeah, we look at analytics, right, to answer your question, because, you know, we all have
our anecdotal thoughts like, oh, everybody plays like I play.
But in reality, nobody plays like you play.
And until you see the data, you're like, like, as an example, I don't think anybody thought
that week two of pop, you know, after week one, by the way, it was $9 to create a song.
So if you didn't get your song in the top 500, you spent $9 times every song you submitted.
It was an awful, awful thing for the players.
And I knew that.
And we adjusted it.
We made it cheaper.
So we thought, okay, everybody learned their lesson week one.
In reality, we had, you know, twice as many songs submitted week two, even though the
price was somewhat reduced, like, like, oh, wow, nobody intended that to happen.
And nobody thought that would happen.
So look at the data, see how players perform and make sure that you're adjusting it.
So you're, you're not too punitive, but you're also not too generous.
So you try to ride that line and create that equilibrium.
That's, I can say it better myself there.
We are getting kind of close to time.
Do you mind?
Do you have a little bit extra time today?
Is that if we go over?
Tommy, let's run long if we have to.
Thank you so much.
Let's do another trivia right now.
So everybody get your, get your tweeting thumbs ready.
So here's the trivia question.
Number five, um, posted in a reply to the, uh, starting out now, um, trivia question
number five, music mogul features in-game items that can boost your tracks recording
One of these is called equipment.
What is the other in-game item called?
Music mogul features in-game items that can boost your tracks recording score.
One of these is called equipment.
What is the other, what are the other in-game items called?
Let's see if anyone is going to eat dogzilla speed posting.
Tommy, did you not institute a one winner per, uh, per Twitter spaces, uh, competition,
uh, rule?
I didn't.
I didn't.
I see how it does.
So it does.
I mean, God bless you.
It's right here active, like to paying attention to like, so also very, very active in the community
coming from anethopia and anethopia team shout out puzzled.
I wanted to have, I wanted to make everybody come up on stage and answer, but I was told
that that would not yield results at all.
You're this way.
All right.
That's one more time.
While you're doing that, I'll go over some stats for the players.
So we're at 2,500, I'm sorry, 2,058 accepted terms of service, which is great in two weeks.
We've grown basically by over 2000 wallets.
And that number is up appreciably kind of every day, which is great to see.
Uh, today we hit our highest overall DAU count.
We've set a DAU record down for three straight days in a row, meaning number of daily active
Uh, the DAU count, uh, as of right this second is 837 players who come in to play music mobile
So when you look at overall toss versus a DAU, that's a very, very good retention number.
Uh, the number of overall, uh, common NFTs in the world is, uh, right around 37,000, uh,
down from, like I said, about a hundred plus thousand.
So that's going the right way.
Um, the amount of, so one of the things that we looked for is an equilibrium in token distribution
versus token utility.
And week one is an example on C notes.
We gave out 10,000 C notes on week one and players spent, uh, about 7,700 of them.
So not a lot of C notes, uh, in the world floating around, which again, we think is really important
because we want scarcity to matter.
We want people to hodl or we want them to spend them more profitably.
Uh, if possible, I think the thing that we see that we are challenged by, or we pay attention
to is the C note to cred ratio.
If you look at it from a performing standpoint, it is one C note for rare epic and legendary
tours on balance weighted on the percent drop gets you about one cred gets you about 4.6, 4.7 cred.
So one to 4.7 call it one to 4.5.
But the price in the marketplace, you know, you know, the cred is selling for about 21 cents
and C notes is selling for about a dollar 40 or so dollar 45.
So the, the, uh, the ratio is more like one to seven.
So we'll do what we can to make sure that those ratios get tighter and that the marketplace
realities reflect the game economies.
And I think that's really, really important for those things to be in lock step with one another.
So, you know, if you ask kind of how we see the world and kind of what are we going to do from attuning
a bouncing in a roadmap and a player participation standpoint, you start to get a glimpse of how we see the world.
We're not just kind of arbitrarily throwing out features willy nilly.
Something else I'll tell you was interesting.
Yesterday we saw for the first time ever more silver recording rooms were used to record a track than a bronze recording room.
So 253 times yesterday somebody used their silver recording room and 161 times somebody used a bronze recording room.
So nice to see the 410 recording room uses, but now for the first time ever more silver than bronze.
And that seems to be a trend that's going to continue today as well.
That was yesterday's trend.
And today it's silver is also outpacing bronze.
So again, that shows heightened cred utility or heightened cred sinking, which is nice.
And that's a very, very healthy thing.
The other super interesting thing, again, I know players are kind of, you know, listing cred.
And I'm fine for them.
It's their token.
They do it what they want.
But the reality of the situation is, is we have, you know, 2,058 wallets that have logged into our game, but there's only 42,000 cred floating free in the world.
So, you know, that's what 20 cred, that's a 20 cred balance per wallet.
So there's not a lot of credit on average per wallet out there.
So we feel like that's a nice, tight number and we'll work on making it tighter.
So that's a nice number.
And I think that's a good thing.
I think that's a good thing.
And I'm not going to say that the players have a lot of credit, but I'm going to say that the players have a lot more credit.
So players hold on to it a little bit more.
We'll see what happens.
And how they're deviating from each other is important for balance.
And it's further confused by the fact that players can buy, you know, common artists and, you know, and sell them, you know, sell the credit they get by burning them.
Like that's something that, you know, players, I don't think have ever had the option or ability to do it.
Like I said, I'm probably wrong there because there's so many, there's so many NFT games in the world.
There's, you know, a ton.
And so there are no new answers or no new ideas.
I mean, but that is that is a discipline or an option that we've not seen ourselves personally.
And so it's really interesting to see how it's impacted the overall token, token valuation.
All right.
So I'm going to have to two to two win policy right now because Chris is going to steal all these if I don't.
You were the first respond of the correct answer.
Doug Zilla, you did have the question, right?
They're not staff.
They are.
They're called crew officially.
But you're still in it.
You're still in it.
We've got 10.
I've got 10 total trivia questions.
So there's still chances to win more of these epic level members.
Our crew members or excuse me, artists.
All right.
Let me go here.
This is the last one I kind of had faced kind of surrounding community feedback.
I want to kind of get your input on this because it's something I think about a lot, something I see a lot personally.
And I think we all kind of internalize or judge our runway.
So positive feedback versus negative feedback versus five.
How do you judge one of those from the other two?
And, you know, what's kind of what a great question, Tommy.
Fantastic.
Yeah, look, it's funny.
I think that a lot of people who know me by now will know exactly how I will respond to this.
We're actually very AOK with negative feedback, right?
We absolutely, you know, we love negative feedback just like we love positive feedback.
We don't want people to, you know, kiss our butts just because I mean, we don't mind that the adoration.
It's great.
But we always say, in fact, we encourage healthy discourse.
Tell me what you don't like.
Tell me where you're frustrated.
Tell me where you're blocked.
Tell me what you would do.
Like, an open dialogue is the only way.
And, you know, there's this great saying by this guy named Simon Sinek.
He says, honestly, he doesn't have to be brutal.
It just has to be true.
Like, I'm going to be brutally honest with you.
Like, no, don't be brutally honest with me.
Just be honest with me.
Like, brutal honesty means I'm about to really insult you.
Like, there's a way to position something where you still get your point across without coloring it, right?
Without making it truculent, without making it, you know, completely shameful.
Like, look, I don't like this or this doesn't work for me.
That's totally fine.
And we encourage, we actually encourage healthy discourse.
We want people to be candid and honest and transparent with us.
Where we draw the line is where people post things that aren't true.
People post things that are personal attacks.
People post things that are trying to, again, you know, shame other individuals or making accusations that are not based on anything that is valid.
And so, look, communities are very interesting in that or these games are very interesting because in a lot of cases, you know, a lot of money's on the line.
And in every case, at least some money is on the line.
And money is something that's deeply personal to all of us.
So we don't take it lightly.
But it can color people and it can certainly make them act out.
And yet, you know, we get it and we try to give people a lot of rope.
We really do.
But there's times when people just, they really overstep their bounds.
And even after cooling off period, you know, they continue to come back and repeat the same thing over and over again.
That's the other thing, too.
If you repeat the same message over and over again, you just bang that drum.
We're like, okay.
We, you know, the community is a privilege.
It's not a right.
Like, you don't have a right to belong to the community.
We very much can decide who comes in and who doesn't.
We are super lenient with our community.
But, you know, I think people think, well, I'm in the community.
Nobody pays attention.
I'll say whatever the heck I want.
And I'll get away with it.
And nobody's going to care.
Nobody's going to monitor.
You're absolutely wrong.
Like, the community is all about family.
It's culture.
It's a tight-knit group of like-minded individuals.
And I probably over-index on, you know, kind of peace and harmony within reason.
That's not to say you can't be negative and you can't express a contrary opinion.
But you cannot make tax personal and you cannot post lies.
And obviously, you can't, you can't show for things like I can show you how to make
$60,000 in Bitcoin in two days if you just give me 15 seconds of your time.
Yeah, obviously, we're not going to let that kind of shit slide in any Discord,
I don't think so.
It happens every day, Tommy.
It's amazing.
You know how many I've won?
I'm like, this has to just...
Why would I win?
I shouldn't win anything.
You can't agree with my vocabulary on you that I'm going to pump my brakes myself.
It's funny.
By the way, we have a competition running in music mogul right now.
A lot of people know about it, but some people don't.
We're giving away literally $1,000 in Wax P for the player who spends the most
credit in game from, you know, whenever we started.
I think what is the date?
It's like February 9th or February 11th.
Yeah, the first 31 days, whenever that 31st day is, from whenever we launched,
the wallet that has spent the most credit gets $1,000 in Wax P.
That's a great prize.
It's a great incentive.
And somebody looked up to me like, wow, Mike, you are crushing it.
You have spent three times more credit in this game than anybody else.
I'm like, right.
I don't count.
Like, let's be clear.
I don't win anything.
I don't sell anything.
I buy a lot of stuff.
I support my games that I love, and I buy them from the players.
And I could easily have the group mint me my own assets, but I don't.
Everything I do is for the...
In the name of kind of supporting the community, supporting the game,
and making sure it's a great experience for all.
So I very much kind of vote with my wallet in the name of creating a better
gameplay experience for everyone.
Yeah, I don't even like to compete with the community on giveaways on Twitch
and stuff like that either.
I won't put my wallet in the chat.
So I'm not trying to win.
If I like to play, I like to interact.
But I don't want to try to win an NFT that could have gone to somebody who's
like really excited and has been like, you know, doing all this stuff.
I don't think that's...
That's just my philosophy on it.
Talk for a while about it.
All right.
Let's do another trivia.
Crew member number six.
We were just talking about cred.
How much cred does it cost to hire an epic level crew member?
How much cred does it cost to hire an epic level crew member?
And when is that amount changing?
That's the question I asked.
Oh, that's a good one.
Oh, yeah.
I don't know secrets.
They're just going to be friends for me.
But if you want to whisper to our listeners here, that's a good one.
Well, the reality of the situation is, is I think we're going to make one more
pass at adjusting the studio prices at the higher end because I, you know, and
I'm going to take a pass at maybe making crew and gear more powerful because
right now, still, I think the optimized way that players are playing is that
they're getting rewarded for spamming all assets into a silver recording
studio and letting the chips fall where they may.
When you see how powerful the Platinum and Diamond studios are with just a
little bit of gear and a little bit of crew, it becomes a no brainer.
Like you've got like a 52% chance or something like that to get an S minus
SS plus track in a diamond studio with all gear and all crew.
The problem is that to get those 10 things in place, including the studio,
it's all very expensive.
Like and we get why nobody would want to do it, even though that's the best
possible result.
We'll continue to look at refining that and making that more optimized for
the players.
Again, we don't, we won't make any midweek economy or price changes because
again, competitions are driven off of what players doing that week and we won't
make a change until kind of the following competition starts.
So the reset is the same for everybody.
And we may not make these crew and equipment changes until maybe after
country resides.
So that gives everybody kind of the full five genres to kind of get their
sea legs under them.
Although we may, we may make the price changes sooner.
We want players to feel like if they're going to roll the dice and go with a
more robust set of assets that they have, they have a good shot.
Like it's really worth their while.
And that will increase cred utility, which will increase cred syncing, which
will increase, which should have a positive impact on the inventory levels of
cred and player behaviors with cred.
Like we really want to incentivize that right now.
I don't think anybody looks at it and goes, yeah, that's worth it.
It's like, because it's probably not.
All right.
I've got, so I was staring at these winners here.
All right.
So I was just, so I think the next one, let me see.
Find the right post.
I see one right answer, but I'm going to check and see if there are any other
and where I indicated first.
Did you say 10 questions by the way, and we're on number six.
We're on number six.
I think we've been going out of order.
So they're all, they're all bunching up at the end.
All right.
So two minutes.
Okay. So I think that the first answer I see of the correct answer of
420 cred in the right thread is dogzilla.
I think that's the first one.
I know that Johnny posted one, but he wasn't on the right spot.
I have just been educated that I can just look at the notifications.
So I don't need to be a stickler about where we post for the next four.
So sorry about making it overly complicated.
Everybody.
All right.
Godzilla.
I think that this one's for you.
Epic crew members are 420 cred.
You got it.
They are net net.
If we reduce the price and players complain about gee,
I paid this much to get it.
I mean, we understand that completely.
But the other thing too,
if you care is there's probably a good chance that you got a met one of a
crew member because there's like,
I want to say there's 319 or 320 unique crew members in the game.
And so that means that's 320 chances to get a met one.
And there's a lot of low meant hunters.
And I know these NFTs are only single use,
but still, you know,
things are going to change and it's going to be for the better of the,
of the game.
I think that's the other thing that people have to realize is that when we
make a balance change,
we're trying to not appease one specific player.
We're trying to make sure the whole entire game has more balance and has a
better overall kind of outcome for all.
And so while an individual decision may hurt a singular player and a
singular thing that they did we do it with the greater good in mind.
And we take changes very seriously.
We try to message them well in advance.
We try to let the community know what we're thinking,
what we're doing.
And we also try to get feedback.
Like there's probably Tommy,
what three or four really interesting,
what we thought were really interesting ideas that we put to the community,
whether it was in gen chat or what have you to say,
what do you think if we did, you know, X, Y, Z,
and we got a lot of really good, really kind of active conversations about
kind of the benefit of a product change or product ad or a feature change or
an economy balance change.
We don't ever do anything in a vacuum.
We never say surprise.
Everything is definite.
I think there's,
it's always a lot of bouncing ideas off the community and getting feedback.
And like, Hey, what do you think of this?
Hey, what do you think of that?
Hey, what do you think of that?
Us going to silo coming up with ideas and then just,
Doesn't happen in a vacuum, right?
Not at all.
So we talked about the roots of development.
We talked about what's coming next.
We talked about a whole ration of stuff.
And before we go further,
I know that there's probably a couple of people who are listening today,
who are interested in getting started with music mogul.
So let, let me kind of pull you.
What's the best way to do that?
What's the best easy way for a new player to grab music mogul and get started?
So first, let me say like,
what kind of artists should they be looking out for right now?
Look, it's a great, it's a great question.
I think it's, there's no, there's no one pat answer for everybody.
And look, my heart goes out to Allison.
She wrote this really thoughtful post on, on Twitter about what her earlier
experience was.
And it was kind of heartbreaking to me.
And she said, look, I came in, I did this.
I didn't get anything for it.
And I felt terrible.
And nobody told me otherwise.
And there should be a path for a player like me.
And, you know, I say she, I assume I apologize.
I don't know the pronouns.
But the point was is that there is, you know,
that first week was a great experience for a certain number of players.
And it was an awful experience for a lot of players.
And, you know, we didn't balance that out week two with our price adjustments.
We attempted to balance that out, give the,
give the lower level spender kind of more ways to come in and engage
and have a positive experience.
And again, that worked out better, but not as well as we wanted.
So we continue to look for a stratification of how to make sure players
come in and have a good experience.
And I will tell you part of that overall decision and part of that first step
on that journey is ensuring we as a product have a path for players to progress.
I came in and I was really engaged and I felt like through my engagement,
I was able to move forward.
Like those are the things that we're looking to build.
Certainly, you know, having a fair amount of cred to do that,
to get started, to record tracks like that is a way to go.
Having cred to get you C notes is another important thing that we need
to make sure happens and getting C notes in the hands of more players.
Once we do that.
And again, I think that'll probably happen after the competition,
the country competition resolves.
You know, we're going to reward somewhere between 65 and 85%
of every single track that gets entered.
We're going to give a C note to that player.
Then the question becomes, okay, great.
I need to figure out how to make it in.
Again, I'm making, let's call it the top 75%.
I need to figure out how to get into the top 75%.
What does that mean?
And we'll start to publish stats and say, okay, the top 75% of tracks,
as an example, last week meant you had to have at least a C minus track
or higher or a C plus track or higher.
So now all of a sudden we're doing expectation setting.
The thing that we don't know or can't control is how many songs get entered.
So if a thousand songs get entered, it's probably a certain grade level.
If 300 songs get entered, it's probably a different grade level.
So again, it's a great question without a great answer,
other than be patient and know that we are trying to make sure
that we get more of the C note tokens in the hands of more players.
We're trying to make sure that if you get a few C notes in your hand,
like as in if you go to Alcorn, you buy some,
or you win some through a streaming competition,
there is a path forward for you to progress.
I will tell you, if I were to tell a new player,
let's just assume they spent a couple of shekels
and went out and got some C notes, are able to perform.
I would tell you, you know, get a few rare artists.
Start to perform with those rare artists.
Start to generate some cred for yourself.
Use that cred in the bronze and the silver recording studios.
Get some tracks in some lower, kind of less popular categories
like, you know, rock or country or dance.
Do that after we go live with the bucket of competition.
Get even more cred, which will get you even more C notes,
and then you get the flywheel turning.
But it's going to take some time.
There is no like, oh, if you do this immediately, you'll be going.
Like, this is, you know, probably kind of four to six weeks
before you're like, okay, I got my C legs.
Now the flywheel is turning.
Now I see it all work.
Now I've got a sustainable kind of portfolio of rare artists.
Maybe I'd go ahead and get an epic artist
because epic is where things get really interesting
relative to the cost per asset.
If money were no object, I'd say you'd go out and get a few legendaries
and then you're kind of off to the races.
But money is an object for people.
But, you know, the cost of epic assets,
which are really, really powerful, you know,
I think it's less than 20 bucks.
So, you know, you get a couple of those.
That's also helpful.
But know this, there is a path for progression
and there is a path for wider token distribution.
And we look at those things very seriously because, again,
as I said, the very, very top, Tommy,
if you're not growing your audience, your game is not growing.
Like, more players playing more is always our goal.
We want more players.
And when we get them, we want them to play even more.
So know that that's what drives all of our decisions.
Yeah, absolutely.
I think it's, you don't want it to be, you know,
get over the window.
You've got to keep growing.
And you have new blood and have new ideas injected, I think,
to get the best polish, best product.
Not to quote Woody Allen, but he's got a great line.
I think Andy Hall says, you know,
It has to move forward or it's going to die.
And he said, right now, our relationship is a dead shark.
Like, players, like, people, like, as a species, like,
we have to move forward.
We have to progress.
Like, you do things in the name of progression, right?
Like, oh, I want to go to Hawaii.
So I'm going to put a little bit of money aside
every single week from my paycheck
until I have enough to go to Hawaii.
We think like that as a species.
We want to feel like we're moving forward.
And we're moving forward towards something we want.
And so progression towards a desirable goal,
we know is at the core of everybody's kind of, you know,
And so we build and think and design
and implement with levels of progression in mind,
just like, oh, well, you spent the most,
therefore you're the only person who can progress.
We look at that stratification of progression.
And then we'll have a question in a moment
from Cass behind Tea Break.
But I just wanted you to finish kind of like
what you're talking about here.
So we talked about artists.
Let's talk, can you just maybe touch on a little bit
about how the crew and the gear comes into
and how the recording rooms work?
Yeah, absolutely.
Absolutely.
So we get a lot of questions about, kind of,
how does a grade get generated for a track?
And it's real simple.
You have an artist that has a certain power.
And you have a recording room that also has a power.
And those two things together add up
to what is the floor of the RNG.
And then what you do is you take that same artist's power
and you add it to the floor,
and that becomes the range or the spread of what your song can be.
I'm making you up.
Let's just say you have a rare artist,
and let's say you put him in a gold room.
So the gold room equals, again, I'm making you up.
Call it 450.
But because it is a rare artist,
then all of a sudden that adds, you know,
20 to the overall score of the room as well.
So now you've got 450 plus 20.
You've got 470 as your base score for the song.
But then you add the rare artist on top of it.
Again, we established the rare artist as 20 points.
It's not, but I'm just saying for argument's sake.
Now you've got 20 points onto that, so it's 490.
Now that's your ceiling.
So your floor is artist plus studio.
And then your ceiling is artist plus studio added to everything else.
And everything else in this case is just a singular artist.
So the range of the score is 470 to 490.
And that is the range.
And so the RNG will roll,
and you'll get some number between 470 and 490.
And whatever that score is goes into a track bucket.
And there you go.
That's how you get a score.
But if you add crew and you add gear for every single thing that you add,
you are raising the overall ceiling of that track.
So now let's just say you have four crew members
and you have six pieces of equipment.
Now instead of 470 to 490, now it's 470 to 580.
Now listen, you've got a much larger spread.
So when the RNG rolls,
almost certainly it's going to be higher than what it would have been without it.
And how much higher towards the ceiling you get is a dice roll.
But you're giving yourself that chance.
And so it's all just math.
But crew and gear add real powerful multipliers.
And again, the crew is per genre.
So you have to look at, you know, there's five genres,
but they have different powers in three genres specifically.
And you see what their power is.
And then that power is aggregated and it shows that they are in the studio
what all those items add up to.
Right now, I don't think the equipment is powerful enough, like at all.
I really want to boost that.
I think the costs are probably okay for the equipment,
but I don't think it's powerful enough.
And I think the crew is decently powered,
but it's maybe a little bit overpriced.
But that's how it works is that it's studio plus artist is your floor.
And then everything else in the studio is your ceiling.
And that floor in that ceiling is the range at which the RNG looks at
when they roll the dice.
Does that help?
Yeah, it does. Absolutely.
It's a real good kind of like overview, high-level overview of like,
what are you doing?
Get your artists, get them in the room, record, you know?
So I appreciate that.
It's going to be helpful for needs as well.
And making sure that those prices relative to what the quality of track is,
making sure those are tight and those make sense and players can look,
we want there to be some risk.
We don't want it to be a fait accompli.
But striking that balance is something we are absolutely striving to do.
And the players have gotten back to us pretty clearly like,
yeah, this isn't worth it at these upper levels.
I mean, some people have tried it.
They've not had a great result.
They could have had an amazing result, but they didn't.
And so therefore, like, yeah, I'll never do that again.
So it's a clear indication to us again, also looking at the analytics that
people just aren't using this asset as we hoped or thought they would.
Even the very well-intended players.
Brilliant. Thanks, Mike.
All right. So up on stage, we've met at Kaz behind the Tea Break account.
Kaz developed the game Terraformers Many Worlds.
Welcome, WAC Wednesday.
Hey, Tommy. Thanks for having me up here.
My name is Kaz, but you guys probably know me as Tea Break.
Mike, I don't think we've ever met or spoke before,
but I had a question for you.
What do you think people want in Web3 Gaming?
And I guess to a further extent,
well, what do you think people are looking for
when it comes to like playing a music mogul?
Boy, it's a great question.
I think this audience wants to make a profit.
I think gamers around the world want to own their stuff.
And those things are sometimes aligned,
and sometimes those things are at odds with one another.
But that's what I truly believe in.
We try to straddle both camps.
When they come to music mogul, though,
I think the thing that we've said as we put a real kind of priority on
community is they want to do things collectively.
And it's something that lives outside of the game
because the game itself is, in most Web3 games, it's very kind of rote.
It's very kind of standard.
But community is where they get a lot of their enjoyment.
I'll share with you one stat that I saw.
I used to run an eSports gaming platform,
and kind of Twitch streaming was a big deal, obviously,
and Discord was a big deal.
And what we found, which was really interesting,
I think it holds true for Web3 gamers today,
is that players who are hardcore eSports players
actually play the eSports itself, League, Dota, whatever, Fortnite.
They only play it about 40% of the time of their gaming hours.
The other 60-plus percent is spent in community,
whether it's watching YouTube videos or Twitch streams,
live streams, or in Discord or Telegram,
or having you talking about it.
So you think, like, oh, wow, yeah, I probably play games
99% of the time and 1% I'm spent in Discord.
No, it's actually the polar opposite.
Players play the game enough to get their fix,
but then they go and they talk about it.
So with Music Mobile, with all the games we built,
we put a real priority on community
and giving players things to talk about,
things for people to contemplate,
and things that aren't obvious in terms of what is the optimal path for it,
because we think that uncertainty is a very powerful thing in game design,
it's a very powerful thing in community.
And so when they come into Music Mobile,
they'll get hopefully smooth interactivities,
they'll get bug-free experiences,
they'll get thoughtful product features and implementations.
But they'll get interesting things to talk about
amongst the peers that are also doing that.
That's a great response. I appreciate that, Mike.
And I agree.
I think the concept, like how you're saying, like, you know,
what was it, like a randomness,
having some level of randomness, some degree of randomness,
I think like curating chaos, you know,
and just dialing it in, right? It takes a lot of time, right?
It takes a lot of iteration, but, you know, slowly dialing it in
and giving like a better experience to users.
Also, I know, like, what you mentioned about, like,
how 60% of the time, you know,
top esports players were spending as part of the community,
I know, like, for example, like League of Legends,
their entire, like, world, you know, championships and everything,
like, I'm pretty sure it's like, it runs out of like a net negative.
Like, they lose money on hosting that.
But just the fact that they're able to get these teams together,
get like the best players competing, working together
and making a show out of it, it gets a lot of interest, right?
And it brings a lot of interest, you know, into League of Legends, right?
Yeah, yeah, I've played League for 14 years.
And I know Mark Merrill and Brendan Beck, the founders of Riot, really well.
And they'll tell you that League of Legends is an IP, it's still unprofitable.
As crazy as that sounds.
Yep, but the sponsorships that they get from the LCS
and all these other activities they do makes it wildly profitable.
And that's obviously why Tencent loves them.
But there's something about building, like, if it was just a standard game developer,
like, trying to make money off their free-to-play game, they'd be dead.
Like, they have 28 studios that build content for League of Legends alone
all over the world, 28 unique studios that handle different parts of that game, right?
And yet, it would be completely dead as a business if they didn't have the sponsorships.
The sponsorships they wouldn't have unless they had the viewership, right?
And so, all those things matter.
They work beautifully in that way.
And look, I think the second or third LCS ever, I think,
had more viewers than the Super Bowl.
That caught brand's attention.
That caught everybody's attention and said,
okay, esports is here to stay.
And I think it maybe kind of got a little bit too frothy
around the projection around esports, but esports is here to stay.
And that's another way of just saying gaming's here to stay,
which I think we all know and we all believe.
For sure, absolutely.
I definitely see gaming being the first use case
in actual utilizing the blockchain technology
beyond just using it for swaps and creating tokens.
Just because game development is, well, it's far more complex
than most of the needs that people would need for, I don't know,
let's say you want to have using the blockchain for real estate
or using it for medical stuff, right?
That stuff's way more simple, right?
But game design, a whole lot more variables, right?
A whole lot more stuff you've got to optimize and work towards.
And so I feel like gaming is going to sort of pave the way.
We're going to sort of check out all the waters,
chart all the waters, and then it's going to become
a lot more accessible for literally the whole world to adopt.
Yeah, I mean, look, the great thing for us is that
there's so many wonderful examples that show the blockchain is going to work
and that we're going to figure it out as a society and as a movement.
I look at the initial, the Web 1.0, if you will, right?
Even before Web 1.0, there was used groups and news groups
that players would go to that they talked about things
almost like really heightened bulletin boards.
That was kind of the precursor of even before Web 1.
And those things all went away, but Web 1 became a thing
and then those news groups got much more formalized.
You look at free-to-play games that everybody said it wasn't going to work
and now that's just a standard.
The reality of the situation is that people, consumers, players,
they want stuff that's easy to use, easy to adopt, easy to use.
Right now, when you talk to people, it's like,
hey, I heard about this Web 3.0 gaming and I'm a Web 2.0 player
and I'm not very technically savvy and I don't know much about crypto.
What do I need to play? It's like, oh, it's easy.
Go on to YouTube and watch how to open a metamask wall.
Once you understand all that, then you go and you open up a metamask wall.
Then you have to go buy cryptocurrency and to do that,
you have to go to a centralized exchange.
To a centralized exchange, you have to have a KYC.
If you have KYC, driver's license, birth certificate, social,
it's like, wait, what? I just want to play this game.
KYC is the great barrier.
It really is.
Every single click, whether it's KYC or whatever it is,
that is a point of friction.
That's why free-to-play games work so well.
You go to the App Store and you hit download and that's it.
The things that we do and how we think about moving the movement forward is,
as an example, if you look at Brawlers, you go to the Epic Games Store.
A lot of people already have an Epic Game account, a Game Store account.
We don't have to teach them how to open an Epic Game Store account.
You can download Brawlers as a client.
I know how to do that, but you still have to create an account.
We've made that now.
Instead of saying open a cloud wallet or open a crypto wallet,
we say create an account.
They're opening a cloud wallet.
They don't know it because we don't tell them.
The cloud wallet signage is there,
but the cloud wallet's a consumer interface.
It doesn't matter to them at that point in the user journey.
They're like, oh, create an account with Discord ID, Twitch ID, Twitter ID,
Facebook Connect, Google, all these things they recognize.
Yep, this still looks comfortable to me.
This still looks familiar.
They two clicks, their account's created.
We asked them to log into the site, which is Brawlers.GEG,
and now all of a sudden, they're playing the game.
We've eliminated so many of those pieces of friction right there
just to help with onboarding
because we know that people will opt into when things are convenient.
That's a really, really important focus to us because, again,
we have this larger aspiration of converting every single Web 2 player in the world.
By the way, there's 3.3 billion of them today
converting them into Web 3 players.
The reason why I say, what do people have versus what do they want versus what do they need?
Somebody posted to me in Discord the other day that said,
nobody will ever play your games unless they can make a profit.
Literally, they're going to die on this hill.
Nobody will ever play your game unless they can make a profit.
I promise you that.
Again, people always believe what they believe to be just an unassailable truth.
I said, well, you realize in 2023,
3.3 billion gamers spent $190 billion and didn't own a goddamn thing.
They're like, well, that can't be true. It is true.
Then the other day, somebody said, yeah, I'm in a free-to-play game
and some of my guild members spent thousands of dollars.
I have no idea why.
People can't wrap their head around it because they don't do it,
but the numbers don't lie.
There's like 50 million crypto gamers, congrats.
There's 3.5 billion regular gamers.
Mass market adoption is where we need to go and what we're pushing for.
By the way, these 50 million crypto gamers,
I think that number is directionally correct.
I don't know if it's completely correct,
but they're split between us and Polygon and IMX and Solana and Cardano
and all these fractured chains, which have 18 different walls,
which have 100 different entities standing.
It's just so fragmented.
We're trying to be the great unifier, so cross-chain, cross-wallet,
cross-standards, and making sure that, again,
I just want to show up and I just want my stuff to work
is kind of how we see the world, and that's what we're pushing towards.
Because once you realize you get to own all your stuff,
you get control of it, that's a pretty powerful thing.
It's something that players have wanted to do forever,
and we're going to continue to lead that charge where and when we can.
Absolutely.
Speaking on the Wax Cloud Wallet onboarding for users,
where it's like, well, you have a UI, you can actually interact with it,
and you don't need to deposit the Wax immediately.
I think that's a great move forward.
I set up a wallet for some of my buddies just the other night,
and it makes me think about, well,
maybe the future of Web3 Gaming could be that, well,
you just sign up, use OAuth or whatever.
You play the game, and let's say you can find NFTs,
you can find tokens and whatnot within the game,
but when you want to withdraw those tokens,
okay, well, that's when you'd be presented with,
all right, you got to make your Wax Cloud Wallet or whatever wallet.
Then there's like an invested interest,
there's like an invested time, and there's like,
well, here's the reward, right?
The reward is you're going to get your assets, right?
You want to trade them, you want to sell them or whatever, right?
I think that could be like a very powerful model.
Obviously, that's just an idea.
Well, look, that's the way it works now, right?
That's exactly what it works.
The Cloud Wallet team at Wax, I mean, they're so smart,
and they're so good, and we said, look,
why does the wallet when you open have to be blockchain enabled?
Like, if the game is off-chain,
but the assets can be on-chain at the right time,
or the token can be on-chain at the right time,
like, why does it need to be initially blockchain?
Like, why put that friction in?
Why not kick the paywall down the road?
Come in, we'll give you a wallet account,
but it's not blockchain enabled,
like you have to pay for it at some point.
Come in and just play the game.
You know, come in and earn assets.
Come in and earn tokens.
Oh, you want to do something with them?
Oh, you want to take them off the game database
and onto a blockchain ledger?
Okay, great.
Yeah, in other words, I played it so much,
and I've engaged with it so much that I want to continue to do stuff.
Exactly, exactly, absolutely.
And the other thing you mentioned about, you know,
on board the mainstream audience onto Web3, right?
I think we just got to give it a little bit of time,
because I think people might be a little bit jaded
after 2021, 2022, you know.
I think most people think an NFT is just a picture.
They think a crypto game to scam.
And I think it's, you know, it's such a new industry.
We're just going to give it a little bit of time,
a little bit, you know, more time for, well,
as well as, you know, people's expectations
kind of changing a little bit, right?
Getting a little bit more understanding.
Yeah, there's a couple things that have happened.
One is the big companies will tell you, and I've told them,
I went to the gal who ran the Sims back in 2022
and said, your game is so perfectly tailor-made
for the NFT kind of asset ownership experience.
And she said, I have no interest in trying to educate my audience
on why they should use an NFT, because I don't want to share the revenue.
Like, that won't change until somebody forces them to change, right?
The reality is, is players in the Sims are already selling content
between each other on great market websites left and right.
So, like, that's already happening.
The players already have shown they want to do it.
But EA as a company has no interest in doing that.
At least they didn't back that.
And it's hard, right?
Business model transitions are extinction events.
Like, the industry is perfectly consistent.
Going from 8-bit to 16-bit, some companies didn't make the jump.
16 to 32 companies didn't make the jump.
2D to 3D companies didn't make the jump.
Offline to online, not making the jump.
Pay to play versus free to play.
Like, every time there has been a massive shift in the market economy,
the transition from one technology to another,
or one business model to another,
there's groups that fear change, and so they don't,
and they end up losing out.
If you look at free to play gaming,
Scopely, Zynga, King.com, you know, the list goes on and on.
Those were the market leaders.
Supercell.
It wasn't EA.
It wasn't Activision.
It wasn't Tencent.
It wasn't Warner.
It wasn't Take Two.
None of those groups led the free to play charge.
They were all followers.
And the same thing was happening.
So that's one massive and super important component for blockchain gaming.
The second component is, yeah, you know,
there are some really, really terrible games built by non-game developers
that have come out in the last three years.
Like, just awful, awful experiences, right?
And so, again, the three and a half billion games,
we're looking at it going, yeah, why would I waste my time?
My time is so valuable and so precious,
why would I waste it in these really crappy kind of gamified DeFi websites?
Like, that's, I have zero interest in doing that.
And they were right.
But at the same time, you know,
companies are out there raising a lot of money in the blockchain gaming space.
They're writing, you know, seven and eight figure checks
to AAA game developers.
And now if you look at kind of most anticipated web3 games for 2024,
you're seeing some games that look unbelievably cool.
Yeah, the graphics, like the, yeah, absolutely.
Everything's starting to like really come together.
And I think there's probably, I think the only way forward is really just,
you know, standing by what you believe in and reading by example, you know.
People are just trying to deliver something that's like captivating,
doing your best to do that, right?
And if every single product does that, well,
we're each going to, you know, play our part in helping every,
like, you know, the mainstream audience transition over, right?
You guys, can you hear me?
Yeah, Tommy.
Twitter's were slow ragging me.
So it's taken away my ability to do emojis and other stuff.
So sorry about that, everybody.
All right.
Can we do some more trivia?
Thanks so much for having me up here.
I'm going to, I'm going to go drop down.
But it was great.
It was great to have with you, Mike.
Thank you, sir.
Great talk to you too.
Take care.
All right.
Let's do a couple, do a couple of trivia because I'm excited to use my
notifications feature.
So respond, post your reply to this question under one of the wax Wednesday
space tweets that we put out today.
I'm not going to be stick right now for which one cause I'll just see the
first ones popping up the notifications.
If you already won twice, you're out.
And I think that's dogzilla and Chris.
So this is trivia number seven.
This is a good one for our community.
Who is the community member who has written multiple detailed guides,
including a music mogul first steps guy.
Who is the community member who has written multiple detailed guides,
including the music mogul first steps guide.
I think some of our wax ambassadors should know this one.
They don't already.
And I'll wait for this to come through.
And then we'll go and I will do another, another trivia right after this
Oh, that was immediate.
I think that was LC.
I'm just refreshed.
I'll see to that media member at community members.
It's very.
But it's really being tough with me right now.
I'll see.
I gotcha.
I'll see.
Let me put you down for Calvin to cap.
Thank you very much.
I'll see.
Very good.
All right.
Let's go to our next question.
This will be trivia question number eight.
Cause you know, we are out.
I think we, I think we have an out at noon.
What is the highest tier recording room available called?
What is it called?
What is the highest tier recording room available called?
The lowest tier is bronze.
What is the highest tier?
Highest tier recording room available.
Chris, you already won twice.
So if you're posting answers,
highest tier recording room available.
People are probably logging in and creating accounts real quick.
Well, people are,
people are answering in discord on the, on the beta chat,
which is not one of the channels.
I don't believe.
I'm just looking at Twitter today.
You got to be in the space talking on Twitter.
Quish threw up an answer,
but not correct even though he can't, they can't win.
What is the highest level recording room available called?
We got this.
We got this.
We got this poor dude on discord in the beta chat going,
where do I post where he's got the right answer?
What's the name?
Are they in the channel?
Yeah, they're in the spaces, right?
Well, the name, it used to be called Yoben West,
but now it's Sagana.
I don't know if there's a Sagana, if Sagana is in here or not.
I assume so.
I can't even see the Twitter space anymore.
I am here at Twitter.
I don't find it.
Yeah, Sagana.
Sagana NFT listener.
There it is.
The Ghana NFT listener.
All right.
Well, we puzzle,
there did post this in the Twitter as I asked.
So I think, let me, uh, yeah.
Word them there is, uh, let's post this to Ghana.
If you can see where they can see where to post for the next one.
So we have a couple more still the, uh,
the lowest mint still available to be given away.
Um, you got super, super low mints, right?
So don't let me like blow via job.
Um, they're, they're, uh, two digit mints.
Um, that's your second.
So I'm going to disqualify you from the rest of the trivia.
Um, but thank you for coming out.
And with the right answer, the right answer is the diamond here.
So you got diamond hands, even the diamond recording room.
It all goes hand in hand right there.
All right, Mike, these last couple of questions are kind of more, uh,
you know, more fun.
Uh, I would have to say my favorite genre is dance because it's almost
got the fewest people in there, although it is country,
but I just can't say country.
It's my favorite genre.
Just because I can't.
No judgment here.
No judgment here.
I'm a beach boy.
I'm getting city boy.
I won't get mad.
Um, how about your favorite artist?
I remember what you said before.
I'm wondering if it's dance.
It's still the same.
I love Casio keyboard.
I had, I had a Casio keyboard growing up as a kid and I played it for
hours at a time.
And so I loved it.
And so when I saw that that's one of the names that came up,
I'm like, that's too clever.
That's forever going to be in my heart.
And one of the things that's kind of fun too,
is a lot of the artists names are puns, you know,
holding, holding a tune.
These are acoustic of acoustics.
All right.
So how about this one?
But they don't have one called Mike drop, which,
which kills me.
They should Mike drop.
That one.
Where is Mike?
My drop can be the MC.
And then.
That'll somehow have to be ref Jeff.
We'll have to somehow get him over in the music mogul.
All right.
Let me see.
Let me see this one.
I think you answered this one.
Uh, brought this transition to PFP music mogul launch and we'll
have weekly events.
Spin tycoon features a city building style auto battler.
Tyrano is looking to provide different types of games to
different types of players.
I think you answered this talking about with a tea break.
What are players looking for?
Um, so I'll reference that.
Look, it's been tight.
Spin tycoon.
We should give a little bit of love to it.
It's probably two months away from launching.
It's done, but we're holding it and we're really polishing it to
It's, um, w I think it'll probably be the best game that we,
that we ever put out.
Like it's got mining and minting and attacking and
stealing and shaming and leader boarding and PVP and PVE and tech
tree upgrade, social casino, regular casino.
It's got all these things.
It's basically a web three version of coin master or monopoly go.
Um, if you understand that paradigm,
but it is an incredible blend between if you want to play as an
attacker and a looter versus if you want to play as a content
creator, you know, creating and mining, you know,
and it's easy.
You're selling on marketplaces.
Um, I think it's the most complete experience we've ever built.
We're going to, we're,
we're getting to a gameplay trail right now to go out to the sites
and we're really going to try to kind of bang the drum on,
on, on spin tycoon,
but that's not until we get closer to the happening,
but I'm telling you it is complicated and deep and fun and yet super easy
to engage. Awesome. Beautiful. Yeah. I'm excited for it too.
I've been very hesitant to talk about it cause I didn't get the, uh,
I didn't get the, uh, the all clear yet. So I've been very kind of hush,
hush, but there's been so much discord or discourse,
I should say in the discord, um, going over and it's just a kind of
reinforces things you've said earlier about community involvement,
getting feedback and building together. So yeah,
we did a closed alpha where we invited a few hundred folks to come in and
play. And we,
we did regular updates there until we kind of understood what we had on our
We realized what we had on our hands is a green that's going to perform
unbelievably well. The players love to play. Um, and look,
if you join the spaces, then you get inside info that you don't get other
where anywhere else. And so, uh, yeah,
uh, if you join and you heard these things, props, congrats to you. Uh,
you've got a little bit more knowledge than somebody else who didn't.
And if you're listening later, cause we are recording.
If you're listening to this and it is Halloween of 2024,
where were you nine months ago?
Nice. All right. Okay. Um,
okay. So look, um, what can we expect in the next few months regarding
usable? Do you want to give like,
kind of quick overview of things you've touched on?
Yeah. Like I said,
I think you're going to continue to see a lot of economy balancing.
You're going to see, you see us try to get more tokens in the hands of more
We're going to look at constantly look at price adjustments to make sure that
we're going towards those token ratios that we want.
We're going to try to continue to put pressure on inventories players to
burn them. And look on occasion as well,
we'll probably do a discount.
And I don't mean a discount on things we're selling.
I'm talking about a discount or a multiplier on things that you do.
It really limited windows. So, um, as an example,
we talked about blending. And again,
this is not stuff we're committing to,
but these are kind of the ideas we're kicking around as the potential of
over 24 hours having a blending event where instead of three,
four, six, nine, uh,
to get kind of from one rare to the other,
maybe we do, you know, two, three, five.
We don't let you kind of blend a legendary because we want the legendaries
to be rare and powerful on the five stars,
but we certainly make it easier to get rid of commons,
get rid of uncommons and have rare artists because we really want you to
start the game at the rare artists level.
Um, so that's something we thought about doing.
We thought about maybe again,
over a 24 to 40 hour period of time,
producing slightly, slightly, a little bit more cred for burning tour.
Again, to try to incentivize players to burn.
Those aren't things we're committing to,
but those are things we think about. Um,
and so this whole notion of kind of flash sales or flash events is a
reason to stay constantly engaged, um, in the community.
It's not like we're going to open up and say, okay,
you have an hour to do this work.
We're going to say tomorrow for 24 hours.
This is what we're going to have happen.
So stay active and mindful in the community.
Um, and I promise you not to try to bury it in the graveyard.
That is Jen chat where, you know, one liner comments go to die.
We'll try to make sure that important things end up in updates in an
announcements where are a lot less noise your channels.
So if you want to know the latest and greatest of what's going on,
that's the place to go to get caught up.
And you don't have to always monitor Jen chat,
which we'll wear out just about anybody.
That's no small comment.
Um, all right.
Is there, and then finally, I think you kind of already,
you touched on this already a little bit of spin tech,
but is there anything else you'd like to call out right now regarding
Toronto studios, other games?
Well, yeah, I mean, so the tournament of champions for,
for brawler just coming out.
I think we're going to hold it the second week of February.
Brawl for all is coming out,
hopefully within the first week or two of February as well.
That's something we're super close on.
Unfortunately on brawl for all we've been super close for a month and it
kills me.
Um, and, and also we're, so we're going to be publishing,
I hope at the end of this week,
the Q1 Q2 roadmap for both music mogul and brawlers.
Um, we did an annual roadmap overview back in December when things were
less clear, but now things that we did sort of for wax, wax,
why kind of wax cloud wallet, viral marketplace, uh,
Toronto studios.
Like we did an overview of what the first six months look like,
but now we have greater specificity and greater clarity on what those
crystal balls look like.
So by the end of this week, God, was it was tasty.
Tell me that he's only Wednesday.
Wax Wednesday.
Hopefully not tomorrow is what I was thinking by the end of this,
by the end of this week, we will, uh, you know,
publish our roadmap for the first two quarters for both brawlers and music
So everybody stay tuned.
All right.
So that's the end of, um, my question for you.
And then we'll go ahead and wrap up the space.
Thank you, Mike.
This was like a super long space.
You gave so much information.
So I'm really excited.
Thank you so much.
But for now,
I think there's a lot of people ready for these last two trivia
questions.
First up.
Here's a question.
Number nine.
This week's streaming news.
And this week's streaming news.
And this week's streaming news.
That's how many people you've heard?
I love it.
Pete around.
In our city.
Number one.
What's the.
Depends on the information.
So I'm really excited.
Thank you so much.
But for now,
I think there's a lot of people ready for these last two trivia
questions, so.
First up.
Here's the question.
Number nine,
this week's streaming competition features songs from what genre?
We reply in a reply to one of our Twitter spaces here
I'm checking our notifications on the wax account to see who hosts first if you've already won twice
You're playing for fun. Just tell you that
And we'll wait people go ahead and give this this is this one I thought was kind of a softball is a total softball
And we might even have mentioned it earlier in the space. So I'm not but I'm not sure I don't really recall
I try to stress Brett stretch these out so that we would give the answer and then we talk about the subject
But we've been going all over the place. This has been a really great engaging space
Again discord beta chat like that's not where you answer these guys
So Ghana got it right ahead of hey Eagle. I don't know if anybody else has already answered. I don't think
No, I don't think I'll see you
I'll see to first one answer. Remember this is we're doing this on Twitter. You know, it would be fun to do a giveaway on discord, too
Let's let's do that. Well, can we can we by the way, Tommy?
Can we just go and buy an extra couple of rare artists to give to the people who answer discord at this point in time?
Sure. So that's what to hey Eagle fan and do you have those two, right? It's the Ghana beat. Hey Eagle fans of the punch
Let me look at me. Let me look at me chat get their discord and slack it to me. Yeah
Okay, all right, I'll see to
I'll see to thank you. You've won twice. I'll see
Appreciate it. If you could come in through appreciate your post to and Mike mentioned it as well
And you know, you were helping with you had really great questions and then you made it really easy
So to prepare this and get that feedback. So thank you. Shout out to you last question
Trivia number 10. All right. How engaged are you in music mogul?
What was the name of the number one song from last week's streaming competition? Oh my god
Your answer in Twitter on Twitter
One of our space here and I'm watching the notifications to see who goes first
Wow, what was the number one song in last week's streaming competition?
Not the songs that are submitted up there right now
You got to look for last week's streaming competition
Not the songs that are submitted up there right now. You got to look for last the song
I want the title of the song not the number two song the number one song. Do you know what it is?
Yes, I do
Yes, sir. I do
It is uh, it looks like it's from minuto this hit
Inspired by yes
This is gonna be a tougher one for sure
Well while we do that, why don't we uh
I'm gonna do our uh our outro. Hey eagle fan answered uh answered l amante
On discord. All right
That is the answer
Congrats. Hey eagle fan
Congrats congrats on uh, somebody's gonna post it on twitter for me. No
All right, well we can send this one to discord great
And i'll grab i'll see i'll work and get on a couple more items too for some of the other folks that you uh,
Fantastic. I will send you both of their addresses
Okay, cool
Let's do some q&a with the audience tommy if anybody has any questions. I actually we're i'm out of time
Okay, run me so I can't even do that anymore. Oh, wow. All right
I'm, sorry for that. Everybody. Let's go ahead and close it out. I know I think you've got something in 10 minutes
I've got something in 10 minutes too. So I want to
Been a really great space. So all right good people to wax. Um, let me call it here
I'll give you mike huge. Thank you so much
You took like almost two hours out of your day to come in
Talk give your ideas your and kind of like talk about um your experiences and and share your knowledge, you know, thank you
Yeah community matters to me tommy. That's why I did it
I appreciate that mike matters to us all of us here. I think um
What you mentioned earlier the best place to stay up-to-date on all the future developments of music mobile and other tyranos studios games is discord
That's where you're most active too
So if you're interested in chatting with mike, please check out the discord and then finally mike
Do you have any final thought before we close out our show today?
uh, go niners
I don't support that statement. I know you don't it's okay
All right. Thanks mike. I'll talk to you guys
I always enjoy chatting with you. Um, either here on twitter discord town halls. I really appreciate you coming out today
Pleasure line. Thanks tommy. Everybody everybody here. Don't forget to follow music mogul on at x at at music mogul underscore i-o
Okay, so we're gonna close up the space. Let me call it three things really quick
So one if you missed it last week nova war pdp has begun
Don't forget to catch the recording of last week's space and prepare yourselves for the battle of for novo pendulum
Number two next week. We'll be kicking off our february wax wednesdays with martine spans from the fgl team
She's going to join and talk about their newly acquired game macchia vella, which we'll be launching a little bit later next month
And finally this one's uh one i'm really excited for. Um
Hopefully we don't go over time too much
Um break man
But a little birdie told me that after our normal wax Wednesday spaces break man from consumer break and the end of topia
We'll be hosting their own x spaces
Are you a creator or collection owner who's interested in participating as a guest?
If you are please reach out to app consumer break to sign up
And make sure to tune in next week for a double dose of wax Wednesday enjoyment
I hope that all of our listeners can take a moment this week
Just be still appreciate those around you and work toward the betterment of all the fantastic games and art we have here on wax
I'm tommy from wax and i'll see you next time. Happy wax Wednesday, everyone