Good morning, good afternoon, good evening, wherever you are in the world.
Thank you for being here with us, really, really appreciate it.
We're going to get started in just a couple minutes.
Holy moly, do we have a frigging lineup for you guys, not only of questions, but of panelists.
I'm sure you've seen the tweets.
Very, very, very excited.
Give me a quick, like, 60 seconds, maybe 120 seconds, get everybody in order, and then
The panel is absolutely stacked, not only with amazing people, but with the amount of people.
So we're going to try our best to keep that under control.
If I have to drop anybody for a quick minute while we get somebody up to answer a question,
I'll make sure we rotate.
Thank you so much for understanding, and very, very excited to get started with you guys.
Looks like Jeremy might be having just a little bit of trouble connecting classic Twitter.
Jeremy, keep trying to get up here.
I'll make sure we save a slot for you, and if there's anything I can do, just shoot me a
All right, guys, real quick, before we get into introductions, we have some incredible
Anyone that retweets out the space or leaves a valuable comment will be considered to win
one of these amazing prizes.
First up, we have Ascenders, which is a sci-fi fantasy open-world action RPG with some of
the cleanest graphics I've seen in Web 3.
We're giving out five Ascenders passes for a companion game that'll generate resources
and additional NFTs down the line, kind of like Alluvium, how they have their companion
Next up, we have Metalcore.
Metalcore is a mech-based combat game with incredible gameplay.
If you've ever seen Titanfall 2, it's like Titanfall 2 on steroids.
Very, very excited for that.
We have beta passes to give out from them.
And then we also recently partnered with 3XP, which is an awesome event that's going to
be happening in Los Angeles.
They gave me two VIP passes to hand out and also a speaker pass to give to one of my favorite
Not quite sure how I'm going to do that yet.
It might do like a voting thing, but super, super excited to give that out and make Peyton
work especially hard for it.
And then I also saw Brian DeSanto up here.
He was in the chat saying that he was going to give people access to the Infinigods game.
Brian, I'll let you speak to that in a little bit.
Sasha, I see your hand up.
Do you want to also throw something out about Dimensionals?
Oh no, I was just saying, I would love if you chose me for the speaker.
Amazing endorsement of 3XP.
Oh my gosh, the panel's already getting out of control.
If you have a high quality project and you're looking to distribute some whitelists, slide
You know where to find me.
If you also want to sponsor the show, we are potentially opening our doorway to actual
So big shout out to anybody that considers that.
And last but not least, the competency test for this panel is getting your hand raised
so I know to call on you.
I'm going to give a brief introduction of everybody to get started.
And it looks like some people are getting rugged on the panel.
I'm going to try my best to keep you all up here.
First off, all right, thanks guys for getting those hands up.
First up, he made my angry Yakuza girlfriend and he also made me fall in love with him the
first time he gave his brutally honest opinion in the middle of a round of fundraising.
Member of both the ETH Lizards and the Wolves DAO.
The founder who cannot be bought.
Sinjin, how are we doing today, brother?
Thank you for that introduction.
Up next, my next panelist is near and dear to my heart.
Core contributor to the ETH Lizards.
Co-host of Gamified and my very own chief of Taking Care of Business.
It's none other than Lebs.
Hey guys, how's everyone doing?
It is a stacked panel today.
Thanks everyone for joining us.
I saw Fresco's hand was up for a second.
He works on prominent Web3 gaming projects like Metalcore and Arcade.
Thanks for these beta passes.
Unfortunately, in general, he's slightly less funny than Sinjin, but it's Fresco.
Fresco, how are you doing?
Well, that, you know, I felt really good about myself for a split second there.
Thank you for allowing me to really never love myself and not saying super good things
Excited to be here with G-Knock, got promised land, Paul.
Sash, you didn't give me a whitelist for the first mint.
You know, I am holding that against you a little bit.
So we'll see how it goes.
Yeah, we'll see how that goes.
Next up, the man with a thousand good ideas and only enough time to execute on 999 of them.
The founder of Wildcard and the future founder of Wildcon is Wildcon.
Okay, actually, my wife is the founder of Wildcon.
I'm going to take credit for Wildcard.
We're both founders of Wildcard.
But you know, Wildcon, that's all hers.
She's actually on an airplane listening in right now, says she can hear me.
And you might have seen she just gave me permission over text to give away.
I'll actually say, Sam, for you to give away a Wild pass to a lucky listener on this panel.
Thank you so much, Katie.
Get wherever you're going safely.
And thank you so much for letting me have your husband for a couple hours yet again.
Next up, the founder of the Wolves Dow.
So welcome to the panel, the owner of the YouTube channel, Web3 Gaming.
Don't forget to like, comment, and subscribe to this next guest's demise on the show.
Okalani Kapovainui Kalevaheia.
You're speaking Hawaiian over there, brother.
Yeah, my full last name, Okalani Kapovainui Kalevaheia.
It means Heavenly Wreath, which is just like, yeah, dropping dimes from heaven, I guess.
You drop dimes from heaven on this show every week, and I appreciate it thoroughly.
We also have, previously from Soar Gaming and 11 Esports, one of the biggest brains at Magic
Eden and the Emperor of Competitive Gaming.
It's none other than Nock.
Nock, how you doing, brother?
That intro gets crazier every week.
It's favorite time of the week, man.
It's Sinjin and Paul Bromance time.
Katie's going to start in at some point.
We had a lot of lovin' since the last game of fight, actually.
I mean, I'm not sure, so, you know.
We're ready to freeze that.
Let's keep it PG-13 here.
Keep these wild children under control.
Whenever I heard this next guest speak on a Twitter space, he was so charismatic that
I actually blacked out and woke up with two Dimensional stones in my wallet.
Welcome to the panel, the founder of Dimensional, Sasha McKinnon.
That's the best intro I think anyone's ever given me.
I know you've done a lot of Twitter faces.
I'm going to frame whatever the waveform of that audio.
It's going straight on the fridge for Mom to see.
Up next, this panelist is leading one of the hottest Web3 projects we've seen in quite
And no, I'm not actually just introducing Sasha again.
From Xterio Games and Overworld, it's none other than the legends Jeremy Horn.
Jeremy, thank you for coming.
And listen, if you want to compare me to Sasha, it's a positive in my book.
Just like amazing panel here of makers.
So just being here on the same stage is flattering.
I'm thrilled to have you.
And I do want to give a shout out to Gasboat is also on this panel.
Gasboat, if you want to request to speak, I'll see if I can fit you on.
We might be at our limit.
But I'm going to give him the intro anyway because I appreciate him being here.
But he's a Web3 content creator.
And thank God, the recent recipient of a haircut.
I don't know if anybody else saw the bowl cut he was repping like three hours ago, but
his girlfriend made him cut it.
And we're all thankful for his girlfriend.
Big shout out for that one.
He obviously can't respond.
So I'll just pretend he said, wow, Sam, great intro.
Since we have such an unbelievably stacked panel, I want to keep the answers to one to
If you're really on one, keep rolling with it.
But don't be afraid to leave some talking points for the rest of the big brains out there
because they are some massive noggins with a lot of wrinkles these days.
First off, I want to start out with a shout out.
We're going to give a shout out to Wildcard.
Last week, Wild Paul came up here with 24 hours before one of the biggest mince Web3 gaming
has seen in quite some time.
And not only was he incredible on the panel, Wildcard went on to absolutely cry.
Which, you know, just to give ourselves a little bit of a pat on the back, Wolves said
it was an S-tier project, the Wolves DAO, and the ETH Lizards were heavy, heavy supporters
We were comparing it to D-Labs.
We were comparing it to Tearing Spaces.
It blew them both completely out of the water.
200 Matic is the average sale price.
Wild Paul, you know, give me some alpha, man.
Well, let me just tell you, we've had the most fun week ever.
Going from that space in his last week, which was just phenomenal.
I mean, like another S-tier space is just like today.
And, you know, we felt the energy.
We felt the thrill that people were feeling for Wildcard.
But, you know, it's one thing to be on space.
It's one thing to talk about things and hear people's excitement.
But it's another thing when people show up with their wallet and speak with their hard-earned cash.
And the trust and the faith and the excitement they have for our project showed up on Ninte.
Like you said, we sold out in, it looked to me like 10 seconds.
And by the way, y'all, that is the most exciting 10 seconds of my entire life.
So we had two phases, right?
The first phase was guaranteed.
That one sold out pretty quickly.
But that was a limited list because it was like one wallet guaranteed per Wildpast.
And then the second phase was the open phase, which was still also just registered pre-ment.
But so I sat there watching.
We minted out the 51% or something like that during that first phase.
And all those people were done.
And then we're waiting for like the clock to hit the second phase.
And I'm sitting there on the Magic Eden page and their progress bar updates live.
And it was just like, I literally watched it moving, the progress bar.
And it was like 10 seconds, boom, sold out.
I was like, well, that's a good feeling.
And then, of course, we watched the floor price go from there because that was 44 Matic.
Today looked like the floor price was going up again, pumping up to 180.
What I saw last I looked, we're over 500K in Matic volume.
You know, what I talked about in the last phase was I really, really hope that this mint
sends a signal to the entire space, the entire industry, that pavements can be viable, that
gamers are really excited about real games.
Because that's one of the differences.
You know, somebody was pointing out on Twitter that like we had a lot of people that got a
chance, including the Wolves now, including the ETH, got a chance to play the game before
the mint, which was really crucial from our perspective.
Like we never considered doing it otherwise.
Of course we want people to be able to see and play the game before they actually.
So anyway, one last thing I want to say about it.
We have since launched a signup for playtesters who have wild passes.
And I'm not going to drop the exact number, but the percentage of engagement is off the
chart, which makes me so happy because it means these are not just people looking to
buy it and sit there on it or flip it or whatever.
These are actual gamers who want to play the game, which was exactly what we were hoping
And thank you so much for having it available to play at GDC because I know we were bullish
on your project and then me and Peyton had an epic match where I completely stomped him.
And yes, I removed him from the panel before I said that so he couldn't reply.
And, you know, ever since then, we've been completely on board with wild cards.
And that feeds directly into our first question.
Each question, just for anybody that might be joining us for the first time.
I love it whenever the chat jumps in and gives their opinion on these topics as well.
And every time there's a chance to win a whitelist, every time you retweet, there's a chance
The topic of this one, it's called a versus.
So it's either, you know, pro or against.
Can battle passes work before a game is launched?
Can battle passes work at all in Web3?
There are some really great examples.
DeadDrop is stable between 0.3 and 0.4 Ethereum after being a $50 mint.
And panelists, get your hands up if you want to touch on it first.
Wildcard, obviously you guys are absolutely crushing it.
You're sitting at like 3 or 4x your mint price.
And then we have some poor performers.
We have D-Labs that's sitting underneath their mint price.
Mighty Net Pass has dropped quite a bit.
Paul, what are some of the things that you took into consideration when choosing to do
And I would love it if somebody had kind of the counterpoint of, I know that some people
say it only ends up in the hands of speculators.
Sinjin, you had a post that said something along the lines of, you can't price something
for speculators and gamers at the same time.
Sam, Sam just trying to cause a fight.
What's up with that, dude?
It's like the new tradition.
So whatever position I take, Sinjin, you are absolutely required to take the opposite
I thought that's what your wife's role is.
We're on the same side now.
Probably can't get up on stage.
We're all lucky for that, although we'd be blessed that she could be.
She'll be on the next one.
So in terms of the way that we thought about the Wild Pass, I don't think it's enough.
So we actually, at one point, when we were talking about the utility of the Wild Pass,
we defined it as it's just going to be the ultimate Battle Pass.
It'll be a forever Battle Pass.
And I think we weren't satisfied to leave it there because that's cool, but that's kind
of like this thing that you can put a defined price tag on.
Well, what does a Battle Pass cost?
If that's all it gives you, that's fine.
But that's, I don't think, special or unique enough for what specifically Web 3 users are
And you've seen, like, Katie's been talking about this.
I talk about this all the time.
We think the most important aspect of an asset in Web 3 is that it speaks to opportunity.
Because that's the unique thing that we think Web 3 users are here for is not just to play
games and have fun, but to seek opportunity, unique opportunity that they can participate
And so when we were designing the Wild Pass, we made sure to speak to that and to think
carefully about that so that, and, you know, a normal Battle Pass does kind of have that
It's kind of like, well, if I'm going to play this game anyway, then this Battle Pass is
going to get me, you know, more opportunities to receive awards as I go, rewards as I level
And we want to just basically take that concept and apply it to the kinds of opportunities
that people care about in Web 3, such as Forever Allow List, Access, and these new programs
that we're starting up soon around, especially around our creator platform and affiliate platforms.
Those, I think, are the most important parts of this.
And of course, now, as we said in the last spaces before we even dropped the Wild Pass,
it's completely on us to deliver that value.
Like, this asset now becomes a public reflection of people's excitement about our project and
how much value they're getting out of it.
And we had to feel like we were ready for that before we launched it, which is why it
honestly took us a year between when we announced the project and we got to our first mint, is
we had to feel like we were ready.
We had enough things, like, loaded in the barrel, so to speak, so that by the time we launched
the Wild Pass, we felt confident about our ability to deliver that value to those
And so now we're there, and there's tons of amazing stuff that's already happening on
Discord and that will be happening over the course of this year that we have planned,
But I think that's the key thing.
Like, I don't think, you know, and I think that's kind of the challenge with some of the
some of the passes that have maybe fallen below for price, is it really does start in
a cycle of expectations with the community.
And once that asset is out there, it's in people's hands, it's on the creators to deliver
on that value, in my opinion.
Thanks so much for touching on that.
I can tell people are raising their hands and Twitter's rugging their hands somehow, so
I'm going to try to keep track.
Sinjin, we're going to go to you and then Gaspode.
Yeah, you know, one thing about the Battle Pass is really, like, it's a lot of trust, right?
And the trust is now related to either this future roadmap, but also the team itself.
So normally, like, if you're, like, early access, you're supporting the game, great,
you want to see the game kind of come out, there's not much expectation from there.
But the Battle Pass is this expectation of this roadmap, but also, you know, trust in
the team, right, that the team is actually going to deliver.
And that's a lot more expectation, a lot more trust, and that's a lot more risk for, you
know, studios that don't have that trust already there, don't have a, you know, a guy
like, you know, Paul and Katie at the helm to kind of pull off.
So I think it's not for everyone.
I think, you know, you have to kind of judge when you would do something like that.
But the idea is great, as long, again, as that roadmap is like going for this concept
of, you know, Web3 forever games where, you know, this economy or the game will continually
And, you know, the Battle Pass will actually give more value rather than less, because if
it's in the case of, I'm not going to name a particular project, but like that project's
value may have decreased significantly because people are unsure whether or not there's going
to be more drops related with that Battle Pass.
And because of that, the value has just plummeted.
I think that's, by the way, I just, I know we've got a lot of hands up.
I just wanted to say, I completely agree with Sid Jim, which is what happened on the last
I think that if you're looking at a project and you're not sure, like maybe it's a brand new
team or brand new project, it's more important to look for assets that might be composable
in some way, like might be something that, you know, where some other team could pick
those up and make something with them.
But like when you're talking about a Battle Pass, it's very specific to that project.
It is like Sid Jim's saying, it's tied directly to the trust in that roadmap and in that team's
ability to deliver value for that project.
Jesus, don't do that to me.
I'm going to start by saying I do agree.
I think they are good, but then I'm going to argue why they're not, because I feel everyone's
going to be in favor otherwise.
So I like the idea of differentiating between a kind of forever Battle Pass and a seasonal
Seasonal Battle Passes, we already see loads in traditional games.
My kind of argument against would be why do they need to be Web 3 for a lot of them?
The kind of answer for seasonal would be that maybe you can select to give someone access
to the game, but then they don't get some of the interesting stuff that the Battle Pass
gives you, say, if you hold it on day one.
In terms of a overall, like, forever Battle Pass, I think what Sinjin just touched on about
is there going to be any more drops?
I think there's always the risk that really the Battle Passes maybe should head towards
zero as new Battle Passes come in that are seasonal.
That might be slightly different for kind of your founders ones.
You want them to always be kind of rewarded because they've shown really early promise.
But other ones, as the kind of you tick off things on the roadmap that they don't get
access to, going to zero should be expected.
Obviously, not instantly.
But over time, it should be.
So we see a lot that give you alpha access to the game, beta access to the game.
You get a special blah, blah, blah at the start.
As you go past those roadmaps, unless you're starting to tag things on for when the game's
fully developed, we should see the price go down.
I don't know if that's an actual argument against it or not, but it's an argument against
thinking it will always hold its price.
Yeah, great point, Gaspode.
And my apologies if I go out of order with the hands at all.
I know some people are a little bit on tighter time than others.
So I'm going to go to Bri DeSanto, and then we're going to go to Sash real quick.
I wanted to touch on the idea of the battle pass in terms of seasons.
And I think one aspect of that that is very unique to Web3 is the idea of endpoints.
So you can buy or accumulate this battle pass, play a season of gameplay, and actually come
out with an NFT or a reward.
I think about Dookie Dash as a good example of this, where the battle pass starts to become
a way of gamifying mints that are directly integrated with your gameplay.
And that's how we're thinking about it with Infinigod and Immortal Siege specifically.
You'll play a season of our game.
You'll be able to build out a tech tree.
And you'll actually leave that battle pass in that season with a customized and unique
NFT that reflects gameplay at that time.
I think doing something like that, that then plays with, you know, a broader membership.
I think about the wild pass or, you know, our Infinipass, you know, you can give those
loyal holders that have different levels of membership ongoing battle passes that then
give you entry into those seasonal or gamified mints.
And I think that's a really nice paradigm that we can start to develop.
And we're starting to see already.
It just hit me like I woke up from a blackout that I never introduced to this man.
This absolute legend, the sharpest dresser in Web3.
Wolf Games, Wolfster Domus himself, the CMO of Infinigods.
Not only is he incredible, but he actually has a battle pass NFT at Infinigods.
The audacity for me to skip over you, Brian.
I am pumped to be on the most electric and charismatic space in Web3.
So thank you for having me.
It's fun to be in this group.
And with that, I'm going to go over to Sash now for battle passes.
Yeah, I'm actually, I'm really excited to see how these play out.
I mean, I think the most interesting thing for me about Web3 is that a lot of the people
on this space right now have seeded something.
And then we're going to start to see how it evolves over time.
Maybe I can give like a, we have a slightly different approach.
I think fundamentally, there's a lot that's similar, but maybe by throwing in a different
perspective, it can create some interesting conversation.
The way that we're doing it, we have like something kind of akin to a battle pass for
our alpha, which is Eve, which is the upcoming mint.
And she's kind of like your, your access to the alpha game has, you know, a real utility
She gives you like a crazy boost that you can only get with Eve.
But how we're looking at both her and the overall collection is to try to figure out a
way where we can keep the entire collection scarce and have like compounding, compounding
And the easiest way to do that is with these factory NFTs.
And so when I think about a battle pass, I think about access and sometimes like privilege.
And I think that where I'm interested to see how the battle passes evolve with Web3 is
how can you take that concept, which is pretty linear in Web2, right?
It's just like you have this month, you got this battle pass and you get this stuff and
turn it into something that has like compounding and exponential value.
Like, how is it that you can see the price of some of these things, which are effectively
a subscription in Web2 now that there is this dynamic marketplace with Web3?
Like, is there a battle pass which is worth 10 ETH?
Is there a battle pass which is worth like, I don't know, 100 ETH?
What does that look like?
That's, yeah, I know I'm not giving like a very strong definitive point here, but that's
something I'm really interested to hear from everyone else about.
That's since I think that's something that's unique to Web3.
Thanks for adding some diversity to it.
Yeah, you know, I think sometimes when we're all in Web3, we have a tendency to like overcomplicate
things because we're like, oh, this is so cool and it's so novel and everything, right?
And it's like battle passes are fine.
I think like, you know, Promised Land Paul over there spoke, the first thing he said was
the best when he said like, you know, this is going to be a forever battle pass, right?
This first one is like our key Genesis, like forever pass, right?
And do anyone doubt that Paul's going to do what he is setting out to do?
Like Paul has built trust, whereas like, you know, Paul's been, we know who Paul is.
He's building his brand, whereas like somebody who, you know, like D-Labs, like didn't really
go about that route, right?
And that not to shit on them.
I've done that enough in the past.
By the way, that guy who talked shit about us, Sam, I said it was going to go below Mint
I forgot who that guy was, but I won.
But, you know, to Sinjin's point, like trust is just such a big thing.
But battle passes are great, right?
And you can still have a seasonal battle pass.
Like if you just have, you know, you can have a founder's edition and then still do seasonal
ones that are like lower price points that are like more fair price points, like a $4.99
price point, because, you know, they don't call him payday Paul for no reason.
You know, the guy's still got to keep a company running, right?
So, and I think to Sasha's point here, like I think one thing that can build value in battle
passes is like, don't make those items like redeemable.
What if somebody can grind a battle pass like level 100, right?
And then sell that with the unfamed items attached to it so that somebody else who doesn't have
the time, right, can just buy that because they want those items.
You know, there's a lot of things we can do with metadata and, you know, NFTs and stuff.
You're a fucking genius, man.
Hey, you know, they don't, they don't pay me for no reason over here.
But no, I mean, I think just, you know, there's so much we can do.
Let's not overcomplicate anything, right?
Yeah, that's a great point.
There's a million different ways that you can approach this problem.
There's even soulbound tokens that give you an NFT every three months.
That's a different battle pass or something.
Knock over to you to elaborate.
Yeah, I actually want to decouple what we've been speaking about from what an actual battle
pass is and like traditional games.
And I think it's an important distinction.
What we've been talking about is akin to like an access pass or a season's pass in the
old Call of Duty games where you would have access to future expansions.
You'd get a couple of battle passes.
You might have some special features, whatever it might be.
That is your lifetime pass.
A battle pass traditionally is, amongst other things, a player retention tool and an emissions
tool for a number of unique items that only come out through that pass.
So the way that I think battle passes can be really interesting in Web 3 is you take that
traditional, you know, player retention tool, come play our game every day, week, month,
perform X, Y, Z set of tasks.
And as you progress along this pass, you earn XP, you unlock different tiers, things are
emitted to you, whether that be a skin or an item or something of that nature.
But where it gets really cool is this concept where if you look at a game like Fortnite,
who kind of really brought battle passes to like the forefront of what we've seen in
traditional Web 2 gaming today, you look at those early battle passes, you see somebody
in Fortnite today with a black knight skin.
And if you look at over the course of their number of seasons, the number of passes that
they've created, each tier within that battle pass had a certain number of players that
reached that tier, had that item emitted.
And it's sort of like this dynamic rarity, right?
In season one, maybe 30% of people who had a battle pass completed the entire pass and
In season 15, that number might be higher.
But, you know, where do you value the types of assets that are emitted over the course of
So I think the access pass that we've been talking about 100% can work.
I think it's worked traditionally in Web 2 games, but I'm more excited about an actual
dynamic battle pass because I think it creates better ways to retain players and it creates
really cool like future looks at what the overall ecosystem will look like based on what
types of assets have been emitted, how many players completed certain challenges.
That's where I think they get really cool.
And real quick, before I go to the next panelist, I want to give a shout out by Rami in chat.
He says, WolvesDAO, I swear there are crypto cons with less exciting and experienced panels
than the space we're currently hosting.
Somebody else, Jolia says, it is currently 4 a.m.
But since Jeremy Horne and Sasha are here, I'm in hearing great founders at the same time
as something that's worthy of my time.
And shout out to Ember for answering the question as well.
He says, battle passes were made for Web 3 IMO.
Whether it's a tokenized asset, stake a native game token for access to battle pass rewards,
But I'd like to see some utilization of battle passes in Web 3 akin to the classic model,
whereas right now they're typically used as a fundraising instrument.
Lim's over to you and then to Wild Paul.
Yeah, I just got a couple of thoughts on this.
So just back to the original question on can a battle pass work before the game is launched?
I think that's an interesting one because in a lot of cases, if there's not real gameplay
or you're not really close to a launch, then it's a lot less successful.
Like we've seen with Wildcard, there's play tests right away.
People are setting up play tests this week.
Many of us got to play before it was even minted.
And you can see how well that's performing.
We've seen the same with like Dead Drop now, the excitement that happened when Dead Drop
Interesting on the flip side, like Azra has not put out any gameplay yet.
They're still performing very well with their Genesis PFP collection.
So it's like some collections can do it better, but a lot of the ones that bleed out are the
ones that don't actually have gameplay.
And then to the actual like can battle passes work?
I love the idea of the founders passes, Genesis passes that we're talking about now being
a low supply and those acting as a forever pass.
And that's like your forever season pass.
Whereas then we can have like a few people have mentioned a cheaper entry and that's
like more your generic seasonal battle pass, which can get a certain amount of rewards.
But then it expires, it trends towards zero, as Gaspo kind of said, and there's less
there's less rewards you can claim from it.
But that like we can kind of balance that having a low supply of a Genesis collection that these,
you know, a couple of thousand players are your early hardcore supporters.
They will have a perpetual battle pass forever and then getting some extra, you know, benefits
as well, as Paul said, having some extra things to spice it up.
So I think it's kind of like, yeah, it depends which way you look at it.
But I think from a price perspective, you definitely need gameplay for to keep that price up.
As usual, I just have to give a huge shout out, round of applause for Nock, who is just
dropping the absolute wisest perspective, as always, on this topic.
This, basically everything Nock said is exactly how we've been thinking about the wild pass.
And drop a little alpha in this call, the thing that you all are also talking about,
which is this concept of a lower price seasonal battle pass that is not necessarily something
that is a forever pass, but it's something that, you know, somebody wants to spend a lower
amount of money and get in and try it out for a season.
We are actively working on that right now.
That has always been the vision.
For us to say a forever battle pass kind of has no meaning unless there's like this idea
of a seasonal battle pass that the forever battle pass gets you access to, in addition
to all these other things.
But the other part that Nock said that I just really wanted to index on, I so agree with.
When we think about an asset like this, we are really looking for the simple through line
that people can understand what it is.
Like, I tend to get turned off by overcomplicated assets.
And that's why at the very top of how we described the wild pass was that one statement.
It's your forever battle pass.
It's your forever utility into the wild card ecosystem and your membership into that group
of people, which is a limited access group.
Our view and our vision for the wild pass from the beginning has been that to deliver that.
And when we think about trying to keep something simple, we're always just trying to like,
we try to like center in on a single feeling that we want people to have.
And I don't know about you guys, but for me, like when I buy a battle pass, even if it
is just for a season, generally the feeling that I have when I finally put in my credit
card, I'm like, yeah, okay, I want to get this.
It's like, it's like this feeling of like, you know what?
I'm into what they're showing me.
I'm into what they're delivering.
I'm probably going to play.
And so I want to go ahead and get this battle pass because it's going to increase the rewards
that I can get by what I was going to do anyway, which is just enjoying this, this game, showing
That's exactly how we think about this Genesis battle pass.
Like it's designed specifically for people who like what they see in wild guard and are
This looks like the kind of community, the kind of game that I could see myself being
And I want to be a part of this.
So I'm going to pick one of these up and, and that, and I expect because I'm holding that,
but that's going to deliver increased rewards and opportunity because I went ahead and made
That's exactly, and like that feeling, it's as simple as that for us.
Like, and, and if we get that right, then that's, that's what we meant when we, when
we said, this is our forever battle pass.
Whenever you hear this man talk, it becomes increasingly evident why they're currently
Now over to Sinjin to completely ruin your day.
Oh, you know what guys, I just got off my Chinese gold farmers and they said, as soon
as you guys launch your seasonal, uh, battle passes, they're going to farm them all and
then they're not going to trade them in and, uh, redeem them.
And they're going to sell them on the open market and just totally wreck your game.
But I told them to target, uh, you know, your game specifically, you know, uh, fresco and
the wild power and, uh, uh, you know, infinity gods just to make the point clear.
So if that's the case and my Chinese guys are, they're pretty good at what they do.
Uh, then are these going to be soul bound?
Cause if not, uh, I'm going to be a very rich man.
I'm going to get out of game, uh, you know, development and just sit back with my gold
Let me just speak to that.
We talked about ideas that would attach data to a wild pass.
Like some of the people mentioned, and you can see in other projects, like with D labs
And like, I just, I don't know about that.
Like that starts to become like against what knock was saying.
Then it's too complicated.
Now you suddenly have this thing that is more than just a pass, more than just a single
utility, which is a forever battle pass.
Now it has other data associated with it.
They start to become differentiated and like, it's way more complicated than I think harder
I think there are so many other ways with unique independent assets to represent like what somebody
was saying, like, or actually it was not, it was saying this, like, if you had this
pass during the alpha season, then they're likely going to be rewards that you could
have only got by holding that pass and, and participating, engaging during alpha.
And that, that those separate NFTs become a much more useful, independent and simple and
easy to understand reward than like attaching that data to the wild pass.
So I just want to say we, we, we considered that and we rejected it for those reasons.
So is it a matter of like, would it still be tradable though?
I mean, that's, that's a real issue because once you make it tradable, then people could
definitely just, my Chinese guys go and farm it all right.
And resell it in the market without redeeming anything.
Well, so generally speaking, farming an economy in a game is always a challenge for a game.
We talked about this a little bit at the last, at the last phases, right?
Like when you start to have your in-game economy exposed to, to a real economy, like, like when,
because the last phases for you guys to remember the last game, if I was about coins and about
tokens that are like ERC twenties that are part of game economies, that's, that stuff becomes
really, really hard, like almost impossible to avoid those, those challenges that you're
And I, our approach to that has been to keep those things separate.
So, you know, in our case, a wild pass is a wild pass is a wild pass.
It's always the same thing.
If you hold it and you play the game, it's going to increase your rewards.
Now, can those rewards be farmed?
I mean, I guess, but if you think about, about a game like wild card, a competitive game where
it's player versus player to gain rewards, it's not the same kind of farming environment
as like say an MMO, which has a much harder time of this kind of problem.
So, and it's not like this is a solved thing across games.
I mean, plenty of existing web two games have this problem all the time, but I think that
it's a pure wild pass type of thing that is basically like, you know, go buy it.
And if you hold it, your rewards are going to be increased.
And if you sell it, then somebody else's rewards are going to be increased.
Like, I think that that doesn't necessarily complicate that problem.
But farming, especially sometimes.
My Chinese context said you're absolutely correct, but for seasonals, they're still going to
So, I can't wait to hear.
We're going to go to knock, Sasha, and then we're going to move on shortly to another subject
because I'm sure these wrinkly brains could talk about this for a thousand hours.
Yeah, so I actually want to take a step back and maybe suggest that for seasonal passives
specifically, it almost makes more sense for these items to live or the pass to live off
chain with on-chain emissions.
For example, you reach level 10, an item gets mended out to you.
And the reason why I say that is twofold.
The idea here is as a game developer, your goal with this pass is to generate revenue.
One of the best ways to generate revenue through a pass is to do one of these two things.
The first is to show progress on a free pass, meaning if you're a free player and you don't
have this pass, but you've been playing the game, well, here's where your currently acquired
XP ranks you against the paid pass that says, hey, you know what?
I've already been playing this game for a month or two during the season.
I might as well just buy this pass and finish this thing out.
I understand how this works and I still get caught by this literally every single time
with every single game that I play.
I'm not going to buy the pass.
I'm not going to buy the pass.
Oh, I've played it for a month.
Fuck, I guess I'll buy the pass.
That happens to me 100% of the time.
I think the second piece that lures people in is the mental math on the items that are
So for Fortnite, it's V-Bucks.
Fortnite, I pay a thousand V-Bucks.
I get a thousand V-Bucks over the course of the pass.
Even though I can't trade the items that get emitted to me, I have now done the mental
math that if I buy this pass and I just play every single one, I'll never spend
money, what actually happens in practice is, oh shit, a cool skin came in.
I have a thousand free V-Bucks.
I'll buy that skin in the shop.
And then the next time the season rolls around, you buy V-Bucks again, right?
So you have this mental math that happens.
When you have an NFT asset, you're a free player.
Let's say your battle pass costs you 20 bucks.
The item that is going to be released at tier 50 is currently trading for 40 bucks.
That's a really easy mathematical equation to do for me.
If I pay $20 now, I'll make money instantly.
I actually think that seasonal passes for games should remain offline with just online
or off-chain and with on-chain emitted assets as you achieve certain levels.
Man, I could listen to Knock read me the phone book and I'm pretty sure he'd drop some alpha
I'm just kind of touching on the last two points.
I think it's really important.
What you see is that the marketplace dynamic really changes things.
As soon as you have the ability to trade these things at different prices, they can go up
You have this speculative asset.
Like there's only a certain number of asset types which actually work well with that.
You don't want to end up in a position with like where all items are worth almost nothing.
Then it's kind of like, well, why is it even on-chain?
And battle passes, I think are really...
Seasonal battle passes to that point are important because there is a limited amount
of value that you can extract and you can kind of perform that mental math.
And then finally touching on Paul's point, I think it's so important is like, I mean,
just anyone who's been in free-to-play and has gone through the free-to-play war for the
last 10 years, like for sure you probably run over 1,080 tests on the economy.
And that it's absolutely brutal as is managing an economy when an economy or these items
have externalities like buy and sell pressure that affect it.
It makes it just 10 times harder and 10 times more uncontrollable.
And I think the approach of being very calculated about which of your assets are going to be
on-chain and which won't be and building in the idea, all of these externalities, like what
happens if it all gets eaten up by one person or a bunch of farms?
What happens if this thing just gets farmed and there's no liquidity for it?
What happens if it really spikes up high in value, goes low in value?
These are all really, really important design considerations.
And I think it's so early in Web3, we actually haven't seen a lot of this materialized yet.
These systems take a long time to actually play out, just like regular economies, right?
It's over the course of years, it might be a year of things growing and you see a shock.
So yeah, I mean, I just wanted to touch on those points.
I think it's a really, really important problem that seems to be at the center of this conversation
is like the pricing dynamics of this thing and what actually is valuable to put in an open
marketplace versus not and how that's going to have downstream consequences for the game.
And my general take here is that we should, the things that are on-chain should be things
that cultivate scarcity, right?
It's like the scarcities get, the more DAU grows, the more valuable they become.
And you can have this unlimited upside, just like you have these original collector Pokemon
cards or you have these original items just skyrocketing in value because they're now scarce.
That's a real, one of the real values of Web3.
So yeah, I think it's kind of like a just regurgitation of everything I heard.
I thought there were some really, really smart points in there and it's also central to our
And part of the reason that I love having these incredible founders up here is it's validation
of all the considerations they're making.
Hearing Sash say, if you're at this point, you better have tested your economy a thousand
Gives me so much confidence in dimensionals.
And Wild Paul last week was like, here's your required reading and was dropping PDFs
on game economies back in Ultima Online.
Like, it's amazing to see what these guys are doing whenever they're building these products
and it gives me so, so, so much more confidence.
We're going to go through those hands and then I'm going to move on.
We're going to start with Gaspode, Wild Paul, Jeremy in that order.
I will see whether you want me to go into it first because I was going to stick up for
Xinjin's Chinese farmers and why they could actually be good for a project.
But I feel I'm going to derail it slightly if I go down that path.
Thanks for your brutal honesty, Gaspode.
I appreciate you not taking us down that road.
Well, I just, I love how Nock was talking about, and now this is turning into a Nock love
that, so, Xinjin, I'm sorry, but I got to turn to Nock here a little bit.
So, Nock was talking about the player math, you know, the kind of math that a player does
in his head, a smart player, when they're thinking about a battle pass.
So, that same math exists for us as a developer, kind of like Sasha was saying, like, we know,
we see from our analytics that, you know, usually that player math, which is like, oh, you know,
this player, if they just, like, min-max their battle pass, they're technically going to
spend $20, and they're going to get, like, $40 or $50 or $60 or sometimes $80 worth of
Like, those players that are really smart about it do the math, and they're like, shit, this
actually pays back more than I spend on it.
But from a developer's standpoint, what we actually see is that the majority of the users
who spend money to get the battle pass end up spending even more money.
Those players end up being the ones who are most engaged and most likely to spend.
And so, from our perspective, like, the wild pass, especially as an on-chain asset, ends
up being not just, like, a marketing tool, which is great, right?
Like, as the value, somebody was saying, like, the number of players goes up because wild
pass is a limited asset, then theoretically it tracks with the audience size and excitement
So, it's like this marketing tool for us, and that sort of, like, incentivizes us to
always put value into it no matter what, because as a marketing tool, if people have
the perception of that thing is really positive, then it speaks extremely well about the product.
But also, like, we kind of know that the more value we provide to those players, they tend
to be our most engaged, and they're the most likely to be the ones minting some future
really, really valuable asset, right?
Or the ones that hold that wild pass.
So, it's kind of this thing that it's like a win-win for both sides, generally, in game
And then the last thing I wanted to say is, as I was reading these texts from Katie as
Noc is talking, and she's like, is fucking Matt telling people all of our plans?
And I was like, yeah, kind of.
And she's like, damn it, Matthew.
She just sent me a message to give me shit.
But I will say that I completely agree with everybody who talked about, quote-unquote,
off-chain seasonal battle passes.
The way that we think about that more is it's on-chain, but soulbound is kind of a
better version in our mind of just off-chain, because it allows that value to be not tradable,
but still tracked in a kind of transparent way.
So, that's how we're thinking about seasonal battle passes going forward.
Over to the legend, Jeremy Horn from Overworld.
And thanks, everyone, for sharing your thoughts.
You know, I wanted to kind of provide a counterpoint.
And while I do that, I always want to preface, you know, it's Web3.
Nobody knows what they're doing.
So, there's not, like, one model, right?
We're all exploring different ways of integrating Web3 into gaming.
So, my position does not reflect negatively on anybody else.
Just, like, we're all in the jungle.
And we're like, I'm going this way.
And someone else says, well, I'm going to try it this way.
But I actually lean almost, like, a separate way when it comes to on-chain and off-chain assets.
And just like Sasha mentioned, and, like, Paul, we've been in free-to-play for over a decade.
And the free-to-play model is very consumable-driven, right?
So, that on a weekly, monthly basis, we release a set of content.
And initially, you know, battle passes somewhat of a new thing in game economies.
But initially, we're just like, here's an asset pack, a decoration,
and building a character.
It's like the gacha model, right?
That's still the most prominent version of it.
And that increases, that leads to some perverse thing, which is, like, power creep, right?
It's like, you always need to one-up what is being delivered in the game
in order to make sure that people purchase the new best thing, right?
Like, I'm actually leaning to, hey, Web3 is supposed to fix one thing,
is that assets in general keep some of their value.
So, my position is, let's have as much of the economy being driven by players, right?
So, having emissions that are off-chain, I feel like, goes against philosophy of Web3,
which should be all about ownership and allowing players to not, like, create and trade value.
So, the way we're approaching it is really having everything on-chain
and kind of taking the developer and a lot of, like, this consumable-driven economy
out of the picture, out of the frame.
So, hopefully, that's, like, a good counterpoint that showcases, like,
how in Web3 we're all trying things very, very differently.
Yeah, I love that. Thank you for adding some more texture to the conversation
because there really are, if we wanted to calculate it,
probably, like, 10,000, 10 million different ways
that we could actually execute on one of these things.
Over to Brian DeSanto from Infinite Gods.
I wanted to go back to what Sasha and Nock were talking about.
Not to keep dancing Nock up, but he brings up good points
with the off-chain to on-chain.
I think there's this really natural balancing and advantage that happens
when you have this off-chain to on-chain battle pass mechanic
where, you know, early adopters that are in your ecosystem
playing your game in Season 1 and Season 2,
they convert to these scarce assets that are naturally more scarce
because fewer people are playing the game and are involved.
I think over time, as your base grows, you know,
you'll see those supply numbers increase and increase and increase.
But if you're, you know, you're in early,
you get to take advantage of those synergies.
I also think on the lifetime pass model,
one of the reasons I love that and Infinite Gods love that
is it creates this natural incentivization with early holders
and play testers where we can take your intellectual capital,
your gameplay hours, and use that to improve our games
and our ecosystem with you and, in turn, give value back to you,
whether that's, you know, a Gen Zero airdrop, some sort of token,
some sort of VIP experience, merch, you know, whatever you want to do
from a marketing standpoint.
But I think it really creates a strong tie between developer and holder
that we haven't seen previously.
And it really does empower those players and holders
to shape the future of an ecosystem or a game.
Great way to wrap that up.
Thank you so much, Brian.
If I get rugged again, you guys let me know.
My mic is being a little bit weird, but hopefully we're hanging in there.
Quick, want to give a couple of shout-outs to the comments.
Derek from the Nemots said,
yeah, there is no reason for a normal season pass to exist on chain itself.
Useless expired season passes, cluttering a wallet.
Dante gave a really good take.
It's a little too long for me to read right now,
but I'm going to also say the right dude said,
I know everything now about battle passes.
We definitely covered it thoroughly.
Up next, we're going to go to one of our favorite games on the panel,
and luckily I was just able to bring up Animal Seats,
who kills it every week at this.
We're playing Fuck, Marry, Kill land NFTs,
battle pass NFTs on topic,
and characters slash card NFTs.
So NFTs that give you access to a certain character or card or asset in a game.
And for anybody that's new this week on the panel in the audience,
Fuck, Marry, Kill is the colloquial silly game that kids play.
You basically are saying the one that you want to get rid of is the one that you want to kill.
So I might say I want to kill land NFTs because they're not really my jam.
Fuck, I'm sorry for using profanity, but it's which one am I okay with temporarily?
And then Marry is obviously the one that you would want to keep for life.
While you guys get those hands up, I'm going to also just give one more quick plug.
We have Ascenders and Play Metalcore passes to be giving away, NFTs to be giving away.
Very, very excited about that.
Real quickly, I'm going to go over to, let's start with Fresco.
Okay, I am definitely going to fuck battle passes because everybody here has,
I was already optimistic about them, but now I'm definitely going to fuck them
because they're here to stay, they're a good time, they're fun, they're worth it,
they're worth my time, and I like them, right?
I'm going to marry character NFTs because, oh my God, I just minted a M-A-Y-G NFT,
and have you seen those things?
Wow, I just got to mint one this week.
Dude, they're awesome, they're great.
Wow, that's Sinjin's project, oh my gosh.
And also, I mean, character NFTs are just great, dude.
I love the idea of that's your asset in the game, that's who you're playing,
The metadata can be shifted based on how good or how bad you are.
We have them in Metalcore character NFTs.
Some of them are also very good looking.
I would never say they're as good looking as the M-A-Y-G ones.
Some very beautiful men and women in the collection.
You can see it on the Epic Games Store.
Oh my gosh, that news came out today, wow.
But really what I want to get to here is I am so passionately killing land NFTs.
I fucking hate land NFTs, dude.
Why does everybody want to sell land, man?
Hey, Paul, if you want to sell arenas, that's one thing.
But people selling just these little parcels of land, I fucking can't stand it, dude.
Like, nobody's really implemented it yet, has done it well.
Nobody has a blueprint for these things.
You know, it was a cool point.
I'm an anti-metaverse guy.
Metaverse does nothing for me.
Land is just the biggest waste of my time.
And anybody that knows me, Sam can attest to this at GDC.
I just don't like my time being wasted, right?
So land can go fuck itself.
I only have one phrase, y'all.
All right, well, don't take the wind out of myself, Paul.
You know, payday Paul over here, man.
The only land that I have time for is the land that promised land Paul has his two feet on.
Fresco somehow mixing in plugs for five different projects.
And also an insult and a compliment for Paul.
Pleasure to see all of our CEO friends up here.
I'm going to bring you today.
He was planning to join us a little bit late.
I did amazing intros for everybody.
And I have one for you, too.
The CEO of ETH Lizards, the czar of fuck, marry, kill, and the classiest degenerate I've ever met.
Okay, now you can go ahead.
All three of these elements, land, battle, passes, and characters are showing up in different ways in games.
Characters, these are effectively devalued for the vast majority of projects that are launching today over time.
You need to have power creeps.
You need to have power creep in most game mechanics to ensure players have a reason and incentive to keep playing.
Characters are effectively the starter wives of Web3 NFTs for most projects.
Now, apologies to anyone who's on stage where you have a factory NFT model that you're building out because this does not necessarily apply to you directly.
However, you should not bother marrying the starter wife.
We've got to kill the characters.
Battle passes are all about consistency.
You're going to marry them because you're going to stay in month after month after month.
You've got to be in there for the grind with the person, but they're also unspectacular on any given day.
Definitely a marry, not a fuck opportunity.
In terms of the lands, they're not making any more of it.
It's a one-of-one, one-night stand.
That clean and just like that, Enemositas puts his crown on for Fuck, Marry, Kill one more week in a row.
I don't know if I want to follow that.
Okay, well, I mean, I think everyone knows what I'm going to say.
My entire life has been building character games.
You know, I've been doing it since I was like six, basically.
And then Mino, we've done Mino Monsters, Cat Game, Dog Game, now Dimensionals.
Mino Monsters, you collect monsters.
Cat Game and Dog Game, you collect cats and dogs.
Dimensionals, you collect heroes.
I think there's like, so lands, yeah, that's kill that for sure.
I think that was basically when people just realized they could make a bunch of money.
They didn't really have any ideas.
And I'm like, I read Ready Player One.
And so, in fact, when we first raised our round, way before we'd even announced anything, I had a bunch of my investors be like, do a land sale now.
I was like, I don't think I'm going to do that.
So, yeah, that's obviously kill.
I'm going to go with Fuck the Battle Passes because, you know, I think it's good.
It's going to do well, but it doesn't have the special place in my heart that characters do.
And on characters, I think there's, you know, one thing that's interesting about Cat Game is that we basically built this huge economy, huge player base off collecting and selling cats that really had no functional value.
And I think a lot of people overlook this, like, collector aspect.
You know, when we were kids, we played Pokemon cards.
A lot of, for me, and I think a lot of people, they didn't even know how to play when you're, like, 10 or 13, but you still wanted that goddamn Charizard.
And I think that this, to me, seems, it feels like a real opportunity.
And why I'm so excited about entering the space is because I think the character collection on chain, it's basically what's already been working off chain for the last couple of decades.
But now it's hugely accessible.
And you can do a bunch of cool stuff with it, which we're already seeing with, like, the factory NFTs.
As we're seeing with different ways of integrating the game, integrating across different mediums.
So I think the potential for these character collections on chain is just, I mean, it's completely unexplored as far as I can tell.
And the good thing about doing it, I mean, if you do it right, like, if you do it wrong, you're going to end up with, you know, tens of thousands, millions, millions of characters.
And you'll end up with power creep and all this, you know, the regular stuff.
But how we're planning on doing it is keeping it scarce.
So we want to have, like, the NFTs be these super scarce collectibles that have really, really awesome, valuable in-game utility and across the franchise.
So if we have, you know, the same level of DAUs we saw on some of our other titles, like half a million plus, maybe only sub-10%, sub-5% actually own an NFT.
And it becomes aspirational as opposed to an in-game mechanic, right?
It would give you in-game mechanics, but it wouldn't be, like, a part of the core loop, essentially.
And so I think that's really interesting.
And we just haven't seen that much yet.
That's where I'm most excited about.
That's where I'm putting all my time.
I think it's going to be cool.
And for anybody that's in the chat, in the comments, please, please, please drop your answers to this question.
And just to refresh the space, anybody that retweets is going to have a chance to win either a Metalcore pass or an Ascenders NFT.
There's also a Wild Pass floating around, courtesy of Katie, the founder of WildCon.
And just to refresh it one more time, this is Fuck, Marry, Kill, Land NFTs, Battle Pass NFTs, or Character and Card NFTs.
I'm going to go over to Gasboat and then to Jeremy Horn.
So I'm going to start by killing land, and I won't even feel bad about it because they're going to be empty.
There's going to be no one on your land using it.
It's absolutely pointless, not convinced in the slightest.
It will just be like their Discord servers, and there'll be thousands of them, and you'll be trying to tart them up to get people interested, and no one will care because they'll be somewhere else.
In terms of Sweet Love, that is going to be the Battle Pass because they'll be rotating through.
They seem to be getting a lot of attention right now.
We've seen them work in traditional markets.
So if we tart them up for Web3 markets, I think they're still going to be lovely.
Characters, I take the point of, you know, them going down as the power creep comes in, but I'm going to go Mormon and think of characters as I'm passing my wives along as the characters change who's the strongest one.
So I will be marrying characters.
I mean, to me, such an easy decision, such an easy answer.
And it always goes back to, like, who I am as a person, and I'm a brand builder, right?
That's kind of my claim of fame, having worked on, like, very loud franchises.
And so I'm thinking very differently than the rest.
One, you know, passionately flock characters.
There's no great game without memorable characters, right?
At the end of the day, any fantastic game is all about, you know, lore building, character building.
And especially in everything that has a collection aspect, like Sasha said, but when you think about Overwatch and Apex and all of the gacha RPGs, Genshin Impact, you know, the massive Japanese character collector market, which is by far, like, in China and in Japan, the biggest market, right?
All of the games generate revenue with that.
And so to me, characters will always be at the core of everything that I do, just because that's one of the biggest drivers of, like, vanity, interest, conversion, monetization.
100% is just, like, such a place of creativity.
Then, Mary, I'm going to say land.
And I strongly disagree with people who say, oh, your land has no value, and they're going to be empty.
It's because today, you know, land sales, they've been overused, but they've been poorly implemented, right?
We've seen, like, this totally crazy aspect of, like, oh, here's a land sale.
But, yeah, it is an empty plot that has no usage, no value.
But when you see games like Illuvium and then Overworld that actually integrate the land, its resources, and its usage, really, like, the economy, I go back to, like, the real world.
What is the most valuable thing on the planet today?
And some people may say, oh, well, it's oil, it's gold.
Yeah, but that is localized in a land that is owned by someone.
Someone owns the mine, right?
And so maybe that person can get the gold, they can get the oil.
It's 100% land because, ultimately, every freaking war in the world is about land.
And every great game that includes strategy and tactics and ownership, stealing land from someone else, using it differently.
Like, that's what makes any great strategy games from, like, Civilization all the way to what we're doing with Overworld.
And then, sadly, kill Battle Pass.
But to me, it's more that the Battle Pass is, like, it's a feature, right?
It's a way of monetizing.
It's a way of unlocking content.
And it's a fantastic one.
But it still leverages characters.
It still leverages content that needs to be, like, created separately from the business model.
It's just, you know, saying, like, oh, this is, to me, like, an extension of, like, a store or what you sell to the consumer.
So, fuck characters, marry the land, and kill Battle Pass.
As a content creator, whenever Jeremy fucking Horn disagrees with the other six people on the panel, you guys have no idea how happy that makes me.
A thousand Sam bucks to Jeremy Horn.
Oh, that's just as much as your land, so.
You know, I love this space because the real passion of all, like, the panelists here, it's just so fantastic.
And I love Jeremy's takes, and Sasha's as well.
But just talking about Jeremy's take is that it is so precise and so contrarian in its preciseness because you can see that, like, he's really looking at each nuance in a really new, different paradigm.
That being said, I disagree with him on some points here, but it's really refreshing to see.
I obviously am going to marry my angry Yakuza girlfriend, and I will kill Battle Passes because number one is, boys, let's try to be a little bit more original here, okay?
You're going to take a Web 2 monetization model, slap it in, get some easy money, and, like, whatever, milk your NFT holders more?
Rather, you know, for us, our NFT, they're all unique.
We're going to the PFP kind of way we started there.
And, you know, each of them will have a Founders Battle Pass, you know, attributes naturally.
So, you know, bringing it all together.
So, kill the unoriginal Battle Passes.
Think of something better, and maybe I'll like it.
I would fuck land because what people don't understand about land is that land can work, but land is fucking complex.
So, all the dumb fucks who put the land in first, no offense to any Founders who did that, all right?
But it's kind of fucky, okay?
Because of the complexity of it.
You know, fucking land is like, you know, you're a master of the Kama Sutra.
And I tell you, even at my fittest, I was not the master of the Kama Sutra.
And I've gone through that book.
I've tried stuff on that.
Some of that shit, I don't know how it's fucking possible.
My thing doesn't bend that way or whatever like that.
I don't know if people are really that flexible.
Maybe you have to be a yogi master to do it.
But if you can do it, and you do it at the end, and Jeremy was mentioning about, like, land is the most important.
But I would say, no, your relationship is most important because you live on the fucking land.
And what you create on that land from the community that you have around you is what gives it the value, and the commerce, and the market, and so on and so forth.
You know we're stuck in the same language here, actually.
It's just slightly on a different level.
You guys will have land sales coming up.
I'm just going to give one example.
One example that's not on Shane.
But the greatest stories in gaming are in EVE Online.
You're talking to a Korean, man.
It's all about fucking getting that castle.
So I would fuck land once I become a level 10 yogi Kama Sutra dude because that's how hard it's going to be.
But when it happens, and if someone figures that shit out, man, you're going to have fucking sex followers from here to all the way to India.
And, you know, I'll be giving some, like, really confidential stuff.
But we're closing a big round right now.
And when investors ask me, like, what's the biggest risk?
And I say, like, the land economy.
Like, it needs to be so precise, so good.
And it's honestly not something, like, I can do.
Like, the vice president of finance from Iceland became, like, the head of economy at CCP.
Like, you need some, like, fucking, like, math genius to make you work.
Bro, I will send you the link for this really beginners to pro Kama Sutra link.
And it may help your brain expand and for you to get there.
As somebody who's been in Sinjin's home, I actually did see a copy of the Kama Sutra in there.
Why do you guys tell people stuff like that, Matt?
Before we get too derailed, Jeremy, was there anything else you wanted to add on e-mail that sounded interesting?
No, it's just that, right?
LiveOnline is all about, like, control of zones and economies.
And I'm going to go to Sasha.
It looks like he wants to respond.
And then we'll go back to Nock and get back in order.
I want to, I think, I want to partially retract my last statement.
Because I think there are some really good points about Land.
And it just hasn't been done well.
I think it's having a gut reaction to how it's been done in the Web3 space.
But if you look at the gaming space, it is, when you get these Kingdom Wars, I mean, all the 4X games in mobile were really, like, kind of cult following, heavily monetized.
But, yeah, you create these huge economies, which are really hard.
I want to drop a different bomb here, which is going to fuck up the whole Land conversation.
Which is, like, AI is coming.
And we're going to get really sophisticated bots really fast.
And it's going to fuck up all of the Web3 gaming economies.
And if you have a complicated one, and it involves competition, and it could be gamed by a bunch of, I mean, just think about them as, like, humans.
Like, at this point, you can build a bot using GPT-4.
Maybe you need, like, a couple of them talking together or whatever.
But you can build a bot that's convincingly human, certainly when it comes to gameplay.
So how does that, and it's getting crazier, right?
Like, six months from now, it's going to be totally different.
How does that factor into things?
Like, yeah, there's one thing I'd be really concerned about when it comes to designing these complex game economies that are on-chained.
Sasha, you just totally AI fucked this fucking topic, man.
That's a massive can of worms that definitely needs to be opened and explored at some point.
How do you consider that, Sasha?
I'll ask a very simple question that maybe has a quick answer.
Has there been anything that you said no to because specifically you're like, man, in two years when AI comes out, that thing is screwed?
I mean, like, the whole play to earn from the beginning, that was kind of screwed but was really ready to be botted.
But I think that we just have to be extreme.
And we even saw this in Web 2, right?
Like, as soon as economy goes rogue, it's really out.
As soon as there's bad actors who can bot this stuff, it ruins it for everyone.
So, like, when we were designing the game, we really, like, this was a central premise, is, like, how can we create these economies in a way where they can't be botted?
And coming back to the characters and the scarcity analogy, you know, like, if you only have, like, under 100k in total of your characters ever,
and those things are at a high price point, and then they're generating assets, well, then, you know, to bot it, you have a very big ticket to entry, right?
As soon as you're able to turn an in-game action into something that has actual financial value, you start running into this very dangerous territory.
And as soon as you have, like, meaningful competition that can be gained by bots to win these big assets, you also get into this weird territory.
So, dimensionals, the design, like, this kind of turn-based design, the fact that we're going to cycle through a lot of content, the fact that, you know, there's very scarce NFTs,
and the most direct path to acquiring them is just going through secondary.
All of that's, like, trying to counter it.
It might be stuff that we haven't thought through, but it's, I think it's a systemic risk, honestly, in Web3 economies.
Absolutely agree with that.
I recently read some literature that made me a lot more terrified than I was before, but again, we'll tackle that another day.
Thanks for that take, Sasha.
Over to Noc to blow all of our minds for, like, the fourth time today.
I want to give a little bit of a preamble first.
I think, Jeremy, Dave, probably the most articulate, like, answer and thought about LAN that I've heard in the Web3 space, and I've been sitting here just brewing, trying to think about what he said.
An added layer of competition, or, I guess, an added layer of the confusion and how difficult LAN can be to implement is some unforeseen technical issues with, like, instance experiences.
And one of them, I just want to tell a really quick story.
I'm a young boy walking through Falador, an old-school RuneScape, and what happens is there is a character who is just running around what should be a safe environment, murdering everybody.
And effectively, what had happened was RuneScape had launched a player-honed house system where you could build specific features, you could have friends over,
and the first-ever person to reach, you know, level 99 in construction, which is the max level in RuneScape, hosts this major event.
Within the event, there's this little boxing ring, and something breaks.
Everybody gets booted out of the house altogether, and now what should have been an instance experience basically just unleashed 100 people running around RuneScape, murdering players, thinking that they were safe.
So that holds a spot near and dear to my heart, and it's something that, you know, LAN, I guess, in some way, shape, or form.
I'm going to get to the answer now by not answering your question, just like last week.
I'm going to marry fuck fuck.
Thanks in part to Jeremy's answer on LAN.
Characters, I think, goes without saying.
Sasha had a beautiful explanation of why characters matter in game.
Obviously, I'm going to marry battle passes for a number of reasons, but the first is you can put everything that we've been speaking about here within the seasonal battle pass.
When you're somebody who buys a battle pass, the first thing that you do, literally the first thing that you do, what is the first item I receive?
Oftentimes, it's a base level skin.
I got the base level skin.
Let me go all the way to that final tier and see what the top skin is.
So, for me, battle passes open up a number of opportunities to implement LAN features or to implement, you know, certain player-owned items or unique skins or unique character mounts or whatever it might be.
I think the possibilities with the battle pass are endless.
I think LAN and characters obviously play major, major roles in the ecosystem that you're building within a game.
But beyond that, about the stories that are told and what gets people excited about the world they're creating.
But definitely Merry Battle Passes.
And what an amazing callback.
I googled it as you were talking and it is indeed real if there is any doubt.
Real quick, I just want to say somebody that answers this question, fuck, marry, kill, LAN, battle passes, or character NFTs, is going to be winning the wild pass that Wild Paul allowed me to give away.
If that's cool with you, Paul.
I'm going to select somebody that answers this question in the chat and give that away to them.
You can still win the Ascenders or Metalcore Passes by retweeting out the space.
So big shout out to everybody doing that.
Paul, over to you to answer this.
I hate fuck, marry, kill.
I'm going to go with marry, marry, marry.
Your wife is on an airplane.
Let me defend myself a little bit, all right?
It's not because of that.
It's not because of the name of it.
It's because actually all the most successful, like wildly successful open economy games actually
have all three of these things.
So it's kind of ridiculous to be like, oh, you can only have one or two of them.
But as we said, if I have to rank them, then I'm actually picking characters as number one
because I've seen over the years, as we've all seen, that players fall more in love with
the characters that they recruit or, you know, like train or like in the case of Pokemon
or wild card that they summon.
Like those, they just get the most kind of attached to those characters of any different
So that's always going to be on top of the list for me.
The second one down is going to be the wild passes, which we already talked about.
And then I did want to spend some time on land like you guys did.
So land is actually probably one of the highest value and also capital H hard things.
As you've been hearing through this discussion, it ties directly to the conversations we were
having last week about the challenges of creating an open economy.
And just like Jeremy and others were saying, the thing is land is actually a general concept
that speaks to anything in a game's open economy that has artificial scarcity and generates
resources that other players want.
This can actually be anything.
So in the case of wild card, our quote unquote land is, is the way we think about it is anything
that restricts access to players' attentions.
So kind of like, like look at the World Cup, right?
What is, what is land in the world of like professional sports?
It's actually broadcast rights.
It's the right to stream or to share or to broadcast that sports event on your channel
that becomes the scarce artificially limited, or in this case, government limited through
network rights resource that then becomes that, that economy's quote unquote land.
So games can have different concepts of this.
And it's really, you know, it's, it's really fascinating to see how different games
are implemented, but it's incredibly difficult, just like we were talking about with open
If you are going to have an open economy in your game and you are going to have the concept
I think the reason that so many people are turned off on it is that on the surface, it
seems like this easy thing.
And that's why I was making fun of second life.
Like, Oh, we'll just have some land and we'll like, you know, divide it up and people own
And if you do the naive implementation of this without kind of studying, you know, hundreds
of years of economic theory and everything else from resource producing economies, it
goes completely sideways immediately.
And it leads to all the farming behaviors we were talking about earlier and all this horrible
I posted as is my way, I guess now another piece of homework for the listeners into the
thread, which is an article from a dear friend of mine.
He, and this is the thing about land and you kind of see this across several concepts in
the game industry, there's a handful of people who are like the true experts on this, who
have been like doing experiments and studying and following these concepts in video games
for like literally decades.
And so Lars, this is his specialty and he can get you and he can talk to you for hours
and hours about the problems with land.
And he's not trying to explain that it's like a bad idea that you should never do, but just
that it's one of the hardest things to get right.
So the article I posted is about what generally happens in a naive land economy where you just
get a bunch of landlords and you get all this rent seeking behavior and it's horrible.
And like it disempowers real players and people who actually want to use those resources for
And like, so, you know, like a lot of things that we're talking about, I think it has a
ton of promise of potential, but it's one of the most perilous things that, uh, that a
game company or studio could work on if they don't have experience doing that, or if they're
not hiring the people who have been working on this in games like, like, especially once we're
calling out the Eastern games like lineage that have been doing this forever.
But of course, Eve online, even second life, um, because these are deep, super hard problems.
You know, I think with Paul going to fuck all three and not wanting to fuck Marry or kill
one, we have to have a new name for him.
And that's polyamorous Paul.
That one's sticking for sure.
Katie didn't message me and she said that, uh, Paul is a level 10 Kama Sutra master as
Katie chiming in from 35,000 feet.
Thank you, Katie over to gas boat and then lens for the final word.
It was just a quick comment on the fact of what, um, Sasha said, men wild pool or polyamorous
pool just touched on that.
It's good to hear games actually considering their economy and how it can be botted and how
people can farm it because there's, it's become a bit of a catchphrase this week.
For some reason, I've seen loads of people tweeting that, uh, players should stop taking
money out of the games and that'd be great, but people aren't going to, uh, please don't
Ooh, is not a design decision.
There is absolutely no way we get to that, but I'm so glad you brought that up gas
Cause that's literally, uh, one of the topics that I have for this show.
Uh, but everybody's dropping such knowledge.
Uh, knock also says he has to jet.
Thank you so much, knock for joining us.
Really, really appreciate you guys.
You freaking killed it, man.
Can't wait to see you hopefully next week and, uh, over to limbs to wrap up this fuck
I just want to open up by saying, uh, I'm really glad to see that, you know, a lot of
disagreements throughout the panel.
People actually have, you know, they're happy to share their opinion and defend their opinion.
Like there was the first few panelists were hating on land.
Jeremy came in saying like, no, I love land.
I think that's such a huge part of gamified.
And what we have here is that we can have a civil discourse and have disagreements, but
all have our own good opinions on it.
And so for this fuck, marry, kill, I actually like all three of these.
And it was glad, I'm glad some of the land points got covered because I think in terms
of metaverse land and these, you know, relying on UGC, they're, they're going to die for the
There might be a couple that survive or one that survives, but I think land plots in terms
of like, uh, playable games where you have, you know, some kind of city builder games,
some kind of resource generator, factory NFTs, all that sort of thing.
I think land can really work for, but I will still kill land because in this option, it
is the worst of the three for me, even though I do actually like land.
And so kill land, I will fuck battle passes because I'm down for a good time with some battle
They can, you know, bring me some, some fresh meat every now and then I get some new skins.
It's like, get something new to enjoy.
And I will marry characters as well, because I like to collect, uh, especially when you
have that, uh, kind of emotional attachment.
I think a few people have mentioned you, you play a game for a lot of hours and spend a
You grow really attached to these characters.
It's really nice to feel like you actually own that character and you can have it in your
I'll disagree with, uh, Annie on the starter wife and say, I'm happy.
I'll, I'll keep the starter wife long-term in the wallet.
My co-host Lems from the ETH lizards, wrapping that up in brilliant fashion.
And on that note, real quick, while we're in between subjects, I just want to give a
massive, massive shout out to the ETH lizards and the Wolves Dow for making this possible.
Not only do they make this space possible by providing the distribution for it, every single
one of these panelists knows the ETH lizards or the Wolves Dow and not me personally.
That's how they, that's how they got in touch with us.
And so huge, huge, thank you.
Not be possible without either of these organizations and damn, do they have some funny, uh, educated
Uh, the next subject and probably the last one, uh, we usually do about two hours.
So we have about 35 more minutes.
Um, the last one that we're going to cover is a topic, uh, or, uh, uh, game mode that I'm
It's the first time we've done it.
So in my opinion, uh, I've been doing a lot of research about soul bound tokens.
I love the idea of soul bound tokens a lot of different ways, but I've been stuck on
this and I'm hoping that somebody can break it out of me.
There's two major issues with them that I see, and I'm hoping a panelist can change my
Number one, uh, soul bound tokens might be meaningless if they cannot be displayed anywhere.
Right now, we don't really have a great way to show them off.
And then the other problem that I see is you can always sell your wallet by removing everything
except for the soul bound token and then distributing your wallet on some kind of black
I would love to see some hands up, maybe some counterpoints about why this isn't true.
Paul, I saw yours jump up quickly and just a heads up.
I'm, I think I'm getting rugged on the phone that's running wolves down.
Hopefully that doesn't happen.
Uh, well, uh, Paul, over to you.
Um, yeah, so this is actually a quite complicated concept.
I think the original notion of soul bound tokens, uh, which was basically a token that
doesn't have its trade functions, like a smart contract doesn't have the trade function turned
on or the send or, and receive functions turned on is, is actually like a super naive version
Uh, the real thing that, um, that was proposed with SBT tokens, if you go look it up, uh,
wasn't something that necessarily can't be moved around, but it was this, this concept
of an asset that is tied to a particular identity and that other assets could then be tied to
So we've actually been working on this a while.
We've done a ton of research on wildcard because that original implementation of like,
oh, well, it'll just be an NFT that you can't move outside of wallets.
Like, that's not, that's not great.
We know we're going to run into a bunch of user experience problems that people are like,
My whole identity was there, et cetera, et cetera.
So there's a much deeper rabbit hole that you can go down.
If you, if you kind of look up this topic and look at the recent work that's being done
with regards to things like attestations and other, uh, complex on chain protocols that
allow this concept of a true identity that is tied to a person, but not necessarily tied
And that's what I think is the real future.
That's what, where I'm excited to head with this, but it's much more complicated than
those protocols and those like EIPs, those standards for this haven't really emerged
So most people, when they talk about Soulbound, they are talking about just a thing that can't
be moved out of the wallet, but that's, that's not a great version of that, in my opinion.
And I, I'm looking forward to us getting to a better, more advanced, robust version of
Over to Jeremy Horn from Overworld.
Um, yeah, I mean, great, great points, uh, Paul on identity and I, I see the logic where
I fail and I'm, I'm much more with you, Sam on, on, you know, I don't fully understand
the idea of a Soulbound token in terms of execution.
But even in terms of identity, I've heard from, you know, quite a lot of people in this
Oh, we're going to have this identity system that's a Soulbound token that can be cross
companies, cross games to verify the identity of a player.
But I always go back to, this is something that I don't understand the value of it being
Like, what's the difference from having an Xbox profile account, right?
Where all of my games are tracked, I've got everything on chain.
And in this case, I can actually display it.
And so to me, this is like a solution in, in search of a problem, right?
Instead of going back to the value of Web3, which is like ownership, you know, real world,
I've got this magic to gather the ring card, I've played it, I want to trade it.
And here it goes not only against the philosophy, but I don't understand what's improving really
And Paul, I'm going to go back to what you said, which I totally agree, which is like,
when things are too complicated for a normie, and you know, I'm a normie as well, like I
make games for normies, that's what I've done for, you know, my entire life.
The moment it's like too complex, I kind of get lost.
I'm like, but who's going to do that, right?
And in the case of Soulbound token, I'm like, nobody's going to do that.
But like, when I play on Xbox or PlayStation, I've had literally the same gamer tag on Xbox
for probably over a decade at this point.
And I don't care that it's not on chain.
And after that, I'm going to bounce, but I want to hear Paul counter.
Yeah, I just, can I respond to it real quick?
So there's, there's really, this is, it's such a great point that you just brought up,
because I think there's only one reason for Soulbound token.
And by the way, in my mind, like I said, a Soulbound token is really, it is, it's an Xbox
That is the perfect way to put it.
It's an identity that has data associated with it, that is meant to be associated with
that user, not meant to be traded independently from that person's identity.
So from a game developer's perspective, that's a really useful concept, right?
It's valuable for us as game developers to be able to say, you know what, this thing,
we really don't want this thing to be something that a player can just sell to another player.
If we want it to be grouped together with other data that's associated with that person's
identity, and it doesn't mean that they can't sell their accounts.
I mean, look at World of Warcraft gold farmers selling whole accounts that are leveled up
and have all the gear and everything else.
So people will still do that.
But it creates a lot of friction, which is a good thing in this case, when all that data
is grouped together and really tied to that person's identity, it de-incentivizes them
So the entire reason for being on-chain, this is the only reason, is so that other on-chain
smart contracts can get access to that data.
There's really just two ways to do that.
You can either do it through an oracle, which is an off-chain web server, basically, something
like Chainlink, that is reading that off-chain data and providing it to smart contracts.
But in our case, we have a lot of other smart contracts we're working on that are part of
And those things want to be able to access the data that somebody has that's associated
with their identity, like perhaps their level or their achievements.
There are things you wouldn't want to have be tradable.
And the only way to do that in the smart contract is to have that data also exist on-chain.
I mean, that's literally the only reason for doing it, though, in my opinion.
And Jeremy, I think I heard you say you're going to have to jump.
If you'd like to plug Overworld one more time and say your goodbyes, I would welcome
Oh, thanks for giving me the occasion.
So Overworld, you know, working super hard.
A lot is going to happen in the next two months.
Our PFP, our Genesis PFP, is going to be at Late Q2.
It's a gorgeous collection.
There's over, like, 308 unique assets, and I'm not even counting, you know, all the variations.
I think people will just love it.
But more importantly, Overworld is a game currently in development.
We're going to have our alpha for our holders in Q4 around just before the Christmas holiday,
But more importantly, the Genesis is going to provide you with land, as we were talking,
but also a lot more that is actually, you know, on-chain, usable in-game.
But I'm also just excited for the next two months.
We've got something like three minutes and 30 seconds of animation coming out, voiced
by a tier one celebrity, someone you see currently on TV in one of the biggest shows in the world.
And we're just like, you know, really, I go back to what I said about me.
It's like, I'm a brand builder, and I'm creating Overworld to be like a massive brand that started in Web3,
but then is going to be really, you know, across all media, and all of that value is going to come back to the Genesis holder.
So thank you so much for having me, and I'm just going to head out.
You're welcome back absolutely anytime, and very, very excited for what you're building over there at Overworld.
Really, really amazing stuff.
And everybody that joined us from Overworld and Jeremy's retweet and his post about it,
We do this every single Wednesday the exact same time, 1 p.m. Pacific, 8 p.m. UTC.
Really, really appreciate your time, Jeremy.
about milestones, progress, and a spicy reward.
And then he said, fuck characters, since they're not necessarily one of ones or unique.
Many players could conceivably have the same characters or be consumables.
Very much appreciate that comment.
Big shout out to Dante, and congrats on winning that wild pass.
I know people are fighting over them tooth and nail, so thank you for giving me the opportunity
to pass that out, Wild Paul.
And now we are going to get back to the question at hand, which is,
change my mind, soulbound tokens.
They suck if I can't display them or if I can sell my wallet on a black market.
I'm going to go to Enemositas, I think, had his hand up next.
Yeah, so I can clearly see why Polyamorous Paul is such a hit with everybody.
Absolutely love it, Paul.
The primary value of soulbound tokens is for identity.
This is what we're looking at on the ethos earth side as well with some of our upcoming
In order to recognize how critical this is, you've got to think about people, right?
When we think about humans, we're biologically hardwired to have relationships with other people,
to have the sense of identity.
Normally, we do this through seeing an individual, and we interact with them over time, we form
When this is an entirely virtual experience, like we all live in today in the 21st century,
you don't have that same opportunity.
And so a lot of the emotions and the connectivity between people is lost because all you're looking
You're looking at words or messages on a screen that correspond with someone that you know is
However, if you have a soulbound token and it has some visualization elements that are
able to interact with your mind that then recall that person and forms an idea of an
identity in your mind that's linked to an individual, now all of a sudden you have a much stronger
emotional attachment to any activities.
And all of you that are gamers, you know, you may have that one character or that one person
in the game that is your absolute arch nemesis.
If they showed up every day and they had a very different PFP or a different character
that you were fighting, it loses a lot of the luster of that engagement and that contact.
Same thing with people that you're your best friends, your gamer buddies that you're playing
And so that established identity is really critical.
In the Web3 space, the only way that you can really ensure that it's the same person is
you have that identity and it's actually tied to a person through some form of KYC.
It doesn't have to be full KYC.
It could be zero knowledge.
But in order to have these long lasting relationships, which we're all craving, you need to have some
method that actually approaches this.
And so for me, a soulbound token or NFT is not at all antithetical to the concept of Web3,
It's a flip side of that same coin, which is for ownership to matter, you need to be able
to ensure the identity of the person that owns it as well as the actual asset itself that
So I think soulbound tokens, absolutely critical components.
I agree with your take, Steph, that we have to be able to visualize and see them in meaningful
ways, but I do think it's an essential component.
We're going to see a lot of projects build out, maybe not so many in this wave two of
Web3 games that's launching over the next couple of years, but a lot more in wave three that's
coming three and five years out.
This is what I'm talking about, guys.
I don't want to beat a dead horse, but this is the CEO of the ETH Lizards.
Whenever they express themselves in this way and demonstrate such a deep knowledge and
understanding of these concepts, it puts so much faith in me.
Over to Brian DeSanto from Infinite Gods.
So I think the piece of soulbound that gets me excited is not actually the consumer experience.
You know, I think about it as an advertiser and somebody who's trying to prospect, you
know, right now in Web3, if you want to find users, you're typically looking at things like
what NFTs do you hold, which really doesn't tell you much about play behavior or tendencies
It tells you more about what is your level of wealth, your level of speculation.
And I think we need a layer of data that's universal.
And I'll use the word interoperable, which I generally hate, but I do think in this sense
You know, it starts to allow us to identify users and players, you know, like you would
have something like an Airbnb rating or an Uber rating.
And now I can start to assess wallets and players based on their behaviors across a whole suite
And I think, you know, that is an aspect that people don't talk about with soulbound because
they think about, oh, I'm collecting badges or I'm leveling up or whatever.
And again, that shit is cool.
But to an earlier point, you know, that's nothing that's different from what you'd get
So I think about data, you know, as the real opportunity.
And then as a player, you know, it starts to give me opportunities.
You know, maybe I'm a top player in wildcard and now advertisers are coming to me with VIP
experiences and all sorts of things that, you know, advantage me as, you know, somebody
who maybe doesn't have the money to spend in Web3, but I do have the time and the knowledge.
And that is immensely valuable.
I can see Paul going off on the emotes.
Oh my gosh, dude, this panel, this, this faces, I can't even, the knowledge, I would
pay just to show up and listen to the, the knowledge that's dropped in this, in this
faces, even though I'm one of them.
I have to give a huge shout out to, to our hosts.
You guys are just, just killing it.
Anytime you want to jump in and compliment me, Paul, no problem whatsoever.
We'll just, I'll, I'll give you a free pass over the gap.
A hundred more Seth bucks to you, Paul.
Um, the only, like, I like the identity stuff that's been mentioned.
Love the idea of marketing and then being able to judge, judge sounds a bit harsh, but
judge people based on what their wallet's been up to, especially with the bot farming
that we see on different things.
You may be able to show that you're actually human.
You're actually someone who is likely to get involved with playing the game through
And I think that's where having your gamer tag on chain works because then like, um, I
think polyamorous Paul mentioned that anyone can access it and they can do that kind of
They don't need permission from the project that that data is being collected by.
And I think that's great.
The reason I don't want like certain achievements to be, um, soul bound is the idea of proof
Um, but essentially I, I would like people to have the opportunity to lie about getting an
And then there being a website where people who aren't blockchain native, particularly
but are gamers and dislike, not dislike that person, but a competitive enough with that
person, they will go and use it.
They will get an understanding of how all transactions are mapped on the blockchain and use it to show
actually, you didn't get that sword.
You're lying to everyone.
I can see that on this day, you purchased it from the marketplace.
Um, and I think it would be a really people's competitive nature about that by showing someone
else up would be a great way to get them to actually interact with the technology and
the ledger side just to prove that they're right.
And people would do that.
Someone who's never going to learn about the ledger would go and do that just to spite
someone who said that they've killed the boss single-handedly.
And if anybody here has spent more than five minutes on Reddit, we do know that people
are spiteful enough to spend time doing that.
And if anybody doesn't get the reference, literally live on air, purchase proof of flex
dot F after he, uh, stated something.
I forget what the context was, but we were talking about sold down tokens and you were
like, shit, that's actually a really good idea.
So it's great to hear that you're still keeping with it.
I think wild Paul wanted to respond to them.
I just wanted to say, did we change your mind yet, Sam?
This is some serious, some serious brilliance around why sold down, especially sold down
identity makes sense for games.
How are you feeling about it?
I mean, I personally, I think my mind has been changed on like six topics already today.
So at this point, um, you guys have my, uh, yeah, you're doing a reverse lobotomy where
you're just injecting, uh, more knowledge.
Uh, well, I also want to say, I have to, I have to jump.
I, but I, I got to compliment you again.
This is really like, I'm not just saying it because I want to compliment you.
Like the fact that I get to be in a room and listen to these other founders who are
working on the cutting edge of this space.
And it's a small space now, you know, I mean, we're all just getting started.
It reminds me of when we were first doing that work on words with friends in mobile and
like most of the rest of the game industry wasn't paying attention yet.
And, and I, I had a chance to kind of find those real builders that were creating stuff
and, and, you know, wolves doubt, eat lizards, your, your ability to pull this group together
I will show up here every week just to hear the perspective and the brilliance coming from
Also, of course, you guys chose the one spaces that Katie is literally 40,000 feet in the
air to start calling me Paul or Yammerous Paul, but I'm going to give you another one.
During this panel, y'all pumped the wild passes from 160 up to 180, or maybe I did.
So you can call me, you can call me Pump it Paul.
We're going to go with that one.
Thanks so much for having me.
Thank you for helping us give it out.
I can't wait to see you guys in the next one.
And everything you said, I couldn't be more flattered.
Everybody in the audience that listens every week, you guys are also the reason that we're
able to get these kinds of panelists that continue to deliver more value.
We need viewers in order to be able to say, hey, guys, look, it's legitimate.
People care about these kinds of topics.
They care about having fun.
They care about not just listening to a founder.
Say, read the details of the white paper off for the 37th time to a new audience.
Those are the kinds of things that drive this.
So to everybody listening, what Paul just said, a huge thank you goes out to you for also
being a massive part of the success of this show and over to Sinjin to get us back on topic.
You have a great day, man.
You know, this topic is really telling because it almost shows what background you're coming to when you're coming to space.
Because when I hear Nox speak, he's not here, but you can let him know.
Like, I just think, man, that guy is such a capitalist, man.
You know, he's just going to milk all the gamers and all you guys who are down for soul tokens.
You're all Satanists and you want to put the mark of the beast on every one of these gamers.
And, you know, the benefit for the actual gamer here is like, what was the fucking benefit that we get to like squeeze them and track them and see their behavior more?
I mean, you can do that on chain anyways, and you can see what their record is, you know, and someone can make a forensic kind of, you know, program to check their NFTs and, you know, about how much like on chain, you know, data there is about the actual gameplay.
When we get to that point, that can all happen.
And I think, you know, from a game developer's point of view who hasn't come in through the crypto side, maybe that's an acceptable point of view.
But for myself, who came in really hardcore from the crypto side and microfinance and fintech, for me, I don't see a real use for the soul bound.
And I think it adds another layer where, you know, we're trying to get away from that, where, you know, you're trying to put Web2 or pre-crypto ownership structures and tracking and monetization on the users rather than the users being part of the ownership structure in a new way.
Right. And I do absolutely feel that games are going to usher in a completely new independent digital economy.
And the way that we've been looking at it before has always been since crypto has come in, like, let's tokenize all these apartment buildings, land, blah, blah, blah, blah.
And it hasn't worked. Right. And, you know, other than e-commerce, I mean, there really isn't so much like digital economy that's really independent from that.
But this, for me, is something new and amazing. And to try to enslave my fellow gamers right off the bat, gentlemen, I'm not going to stand for that.
All right. So, you know, you be careful out there. Not that I'm actually going to do any physical threats or whatever.
But, you know, God doesn't like stuff like this. All right.
Senjin, looking out for the people. And I agree with your take.
The thing that I always think about is the social credit system that China has that we often look at and say, wow, I hope we never have something like that here in America or, you know, wherever you are in a place that maybe has different laws.
And this seems like the first step to a social credit system with every wallet.
Would you agree with that, Senjin?
Senjin? Absolutely. Sam, you are one of the redeemed and saved, my friend. God's light shines on you.
Oh, Lord. All right. Over to Lems for the last word on Soulbound Tokens.
And then we're going to wrap a nice little bow around this space and call it a day.
So I actually have an interesting take, which is coming more from a gamer perspective.
And I'm curious to what you think on this, Senjin.
So with the gamer tags and profiles, they're segregated on like a centralized server.
For me, I was a big PlayStation gamer.
So I've had every single PlayStation and had all my gaming stuff on PlayStation.
I had friends who were on Xbox.
I could never compare my trophies and what kind of, you know, achievements I has to even though it would be the exact same game, just on a different platform.
I think a transparent public ledger is a huge, huge advantage that way because no one can stop you accessing that data.
And it means everyone can access it.
Like I have Steam on my PC.
I was never a big PC gamer, but I have had a Steam account.
I have a couple of games on it.
But there's nowhere near my game hours on that Steam account than are on my PlayStation, where I have hundreds and thousands of hours on certain games.
And I can't like show any of that here in the Web3 side or I can't like import it into Steam or anything.
I think it's a huge advantage to be able to have a transparent ledger that everyone can see and it kind of like can carry through with you over years and years.
And it doesn't matter if a new device comes out or a new, better like software or whatever becomes like the new game launcher.
And that becomes the new thing because it's still a transparent public ledger that everyone can use.
So I think Soul Bounds can be really, really useful in that sense.
And I won't go on my other tangent because I feel like it'll send us down a rabbit hole.
Lemz, you know, I agree with that point in the sense that it's definitely something that gamers do want and would like to compare, right?
The issue is that I think that it's something that you should be opt into, right?
So you can do that without gamer tags.
If you decide to opt into it, you pick which games you want to display, you create a plural file.
That profile is, you know, persistent on another chain or whatever, so on and so forth.
But when it's, you know, when it's a requirement to play that game and it's automatically given, right?
And then you're going to have to put KYC to it and stuff like that.
I'm not against KYC, but, you know, I am against, you know, an individual not being able to choose when and where they share their identity.
So in the same way, you know, like if you have Swiss bank accounts that are numbered and you choose to say, I'm Sinjin, I have these Swiss bank accounts there in Zurich on this particular road at this particular bank.
But if I say, no, actually, I don't.
And I've never been to Switzerland in my life.
You know, that should be my option.
Right. And so I think it's like a matter of like that soul bound can be done on a more optional scale rather than an institutional level where it's, yeah, instituted across the board.
And that would be my main concern about it.
I don't know if he knows what he got himself into, but he requested.
He's a recent big brain that I ran into.
Oh, I'm so up for this discussion, right?
Yeah, I just jumped in the car real quick and caught the back end.
This space has been absolute fire.
Sinjin, you and I connected recently as well.
I guess, look, to Lem's point, what he said before, he just made me realize I was like a 360 gamer way back in the day.
And I played years and years and years of Xbox, transitioned over to PS4 and now PS5.
And like, you're right, it's all fragmented.
I've got trophies on the PlayStation.
I've got achievements on the Xbox.
And like, I'm now making decisions about which games I play based on, you know, are my friends playing them?
And can I compare my trophies and that sort of stuff?
So having like the Soulbound token and I guess a universal profile would be super powerful when it comes to that sort of stuff.
I think there's power in a universal login across multiple platforms as well.
Like I think as someone who's like been playing games my entire life and it's getting worse and worse is every time you start a new game of anything now, it's like you've got a 2K login or you've got a Ubisoft login or you've got an Activision login.
And it's just, there are so many different companies now that are capturing our email addresses and creating these new profiles that I've completely lost track of who's got my email address.
So I think the power of a Soulbound token and having, you know, an opt-in in that regard where it's like, okay, you want my pro, you want me to set up a login?
Great. You can have my Soulbound token verification here and that's all you get. I think that's super powerful.
And Sinjin, I know you said it's like, you know, it's the next step to, you know, just having more power and more of our data.
But I think the technology is only as bad as the people who use it.
So hopefully as a gaming community, we can leverage our voices for good and make sure that the companies are doing the right things with our data.
You know, I'm a bit of an optimist here.
Compared to the conversation you brought up the other day, Sam, like you can see that this space has flipped me as well.
But, yeah, I just think that, you know, Soulbound tokens do have a potential for us to really control certain aspects of gaming and take it away from, you know, the development companies and that sort of stuff.
I yield the rest of my time, by the way.
Can I just say in response to that is that, you know, fundamentally what my issue is, is that when the, again, if you're coming from the game side, right, not necessarily crypto side,
into Web3, right, you're looking at Soulbound tokens as a way for monetization, a way for tracking, but ultimately, you know, it's part of that model, that economic model that's persisted.
And some of it will persist, obviously, into Web3.
But, you know, I would challenge everyone to look at this really as a new paradigm where, you know, there will be new different economic models where it's going to be based on shared ownership.
And in shared ownership, how are we going to monetize together and build these games out together rather than look at, you know, how are we going to, like, squeeze and fleece the gamers?
And I'm not saying that that's the case entirely.
But trust me, as soon as one fucker figures this shit out and EA gives them a check for $1 billion, whatever your soulbound goodness was going to happen, it's turned back into 666 Antichrist, buddy.
Yeah, if I can just say one more thing, Sam, I think you're right, we're moving into a new area of Web3 gaming now.
And I know, like, I've been vocal, I know a lot of guys here have been vocal too, about, you know, the grifters and the people that came into the space and launched collections and said,
oh, we're going to make a game and they focus on the monetization of the game that didn't exist.
I think we're now, sorry, my alert's in the car.
But I think we're now moving towards, you know, getting back to what's more powerful for the gamer rather than building a crypto project, making it sound like a game.
So I'm pretty positive about the people in this space and there's some good stuff.
And I think we're going to, it's all going to work out pretty good in the end, hopefully.
Like, we need people like you pushing us forward nonstop, Sam, with that optimism.
And then we need people like Sinjin calling us the devil to keep us on level-headed.
Over to Brian DeSanto from Infinicod.
And maybe I'm too Pollyanna and optimistic and naive.
But, you know, I think about the space and holders of, like, Yuga assets or Izuki or traders.
You know, you think about Blur or Looks Rare airdrops.
You know, part of me thinks, what if instead of rewarding people that hold certain assets or trade, you start to reward people that game and spend hours playing the right types of products?
Like, as a creator, you know, and somebody who's trying to build a brand and a gaming project, I would fucking love to shower the right people with all sorts of tokens and airdrops and rewards and what have you.
And I think about it from that perspective.
I think it starts to create a way to reward and incentivize the right types of people and have those people showered with gifts, effectively.
And I think, you know, I do agree.
I think opting into that and knowing what you're accumulating is important, Sinjin.
I think that's a big part of this.
But I hope that there's some sort of middle ground where you can identify those people for the right reasons, but also give them the level of protections they need to safeguard their identity and whatnot from the wrong bad actors.
And we're going to go over to Dub.
I wish Nock was still here because, Dub, your profile literally has a reference to old school RuneScape.
What's your take on Soulbound tokens?
Oh, man, I appreciate it.
I'm actually head of partnerships over at Soulbound.gg, building exactly what you guys are talking about.
So you thought about it a couple of times.
The question I have, though, is what Web 2 games are worth going back to and putting onto a Soulbound profile and putting into that history of gamer history?
I think that's up to the gamer to decide, right?
Like, you know, I have a ton of hours in, like, Dota.
I wouldn't mind some of that stuff being on chain, but do I give a shit about, like, Madden, you know, that I play, like, for, like, three hours each time I spend 60 bucks on it?
You know, like, I don't really care about that.
But there's other games I do care about, right?
And then somebody else might not give a shit about Dota.
Or they're like, you know, some dork out there is like, oh, it should be League, you know?
I think any game that has competitive slash cooperative aspects online is something that would be, like, most beneficial to be able to record and verify what people say they've done online.
And a new layer to leaderboards and tracking and that sort of stuff.
Single player games, eh, whatever.
But, yeah, I definitely think competitive and co-op games, for sure.
Animo, see, thoughts over to you.
Yeah, I think it's a very intensely personal decision and impression people are going to have.
One of the key elements of flex capabilities, which is what we're talking about with a lot of these achievements, is it's always meaningless unless it's in the context of the system, right?
So if I tell someone that, you know, I successfully healed a three-man end of Onyxia during the original launch of World of Warcraft for the last 5%, if you don't have any idea if that was good or not, it's a meaningless achievement.
In the same token, when I put on a shirt or a hat for a sports team that I love or I hang a painting on my wall, some people are going to be able to see that and recognize that it has value to me, but it's meaningless to them as well.
But at the end of the day, the individual is the one that has the responsibility and the right to express, these are the elements of my identity.
In this case, the gaming identity and the online virtual communities and environments that they're a part of.
The individuals that are seeing, but at the end of the day, as long as we have good systems that allow you to say, I choose to express that this is an achievement I have.
This is my soulbound token.
These are the games that I, you know, that I play, the guild that I'm in, the project, you know, I'm an eth lizard, I'm a wolf, you know, whatever that might look like.
We dictate what matters for us to be sharing with the rest of the world, and they're going to decide whether or not they give a damn about it.
I'm going to go to Sinjin and then Lens to wrap it up.
You know, I was thinking about, and maybe the only good thing about, like, the soulbound and from whatever criticism I had is that if we had soulbound tokens for gamers and SBF had one and we knew what kind of shitty gamer he really was, maybe none of the VCs would have actually invested in him because they would have just seen that he's just full of shit.
Actually, I just realized I'm a terrible gamer, so this is a horrible idea. Can we scrap this whole idea, please?
Yeah, that soulbound token doesn't look too good when you realize you were a silver league for eight consecutive years. Over to you, Lens.
Yeah, that was just too funny. I lost my train of thought. But to Annie's point, yeah, I think it's very personal what you want to put on, what you'd want to show off on those soulbound tokens.
Like, I would push back on what Sam had said about who cares about single-player games as someone who loves single-player games.
And the first time I got a platinum trophy on the PlayStation, it was a single-player game.
And it was, a lot of the time, I didn't care about getting all the trophies because a lot of the time they were just, like, stupid little tasks.
But on a game that I really, really enjoyed, I took a lot of, like, pride in doing every single little achievement and getting that platinum trophy, which means you've done everything in the game and you have 100% completion.
So being able to show those off, even if they are just single-player games, it's something that I would like to do for sure.
But the multiplayer and PvP have a little bit more flex, I think, to them than the single-player ones.
Lens, don't get me wrong, I actually just tweeted out my platinum trophy for Chia last night.
So, yeah, I think it's my case.
Amazing. What are the odds of that?
And on that note, guys, we're going to wrap up the show.
Just a couple of final thank yous.
Thank you so much to the Wolves Down Eat Lizards once again for being such amazing organizations.
If anybody's interested about them, please click through the profile.
Brian DeSanto, Infinigods, Wolfstradamus.
Man, thank you so much for joining us.
Sinjin from My Angry Yakuza Girlfriend.
Make sure you guys check that out.
Gasboat, insane content creator.
Sam Stratton, building an insane project that I won't speak to quite yet.
I don't know if the details are out there, but it was really, really cool.
Animosita, CEO of the friggin' E-Blizzards.
Lens, my co-host, my chief of taking care of business, the god.
You know, Fresco does stuff, I've heard.
Everybody that wins metalcore beta passes, it's because of Fresco.
Dub, thank you for coming up from the audience and dropping some knowledge.
And anybody that hears this, even on the audio on demand, anybody that's still listening live,
for the next 24 hours, anybody that retweets this will have a chance to win those metalcore or Ascenders passes.
I'm going to do 24 hours because we get, like, 3x the listenership overnight from audio on demand.
So if anybody hears this, keep retweeting it.
24 hours, we'll go through the list.
We'll pick 15, I think I have 20, something like that.
20 people to give either a pass to or an Ascenders whitelist.
Either way, you're very, very lucky.
Once again, huge shout-out.
Massive thank you, Jeremy and Sasha.
Amazing people and even better panelists.
Yeah, can I say one thing just so I don't get fired?
They're alpha keys, not passes to anything.
They're alpha keys, redeemable on the Epic Games Store.
I just don't want to get fired, so I have to clarify that.
Thank you so much for making sure I, too, do not get sued.
The alpha keys that you can use on the Epic Games Store.
Very excited for Metalcore.
It looks friggin' awesome.
And on that awkward, awkward note, we are going to wrap it up.
Thank you guys so, so, so much.
We'll catch you same time next week, 8 p.m. UTC on a Wednesday.
We'll catch you same time next week.