GAMEPLAY TOKEN ECONOMY
*SUBJECT TO CHANGE: INITIAL DRAFT
Last updated
*SUBJECT TO CHANGE: INITIAL DRAFT
Last updated
MAYG's game format is designed to have a social element of collusion while also being a skill-based game for competitive gameplay. The ability to consistently win is to at times collude and form alliances with other players to get to a one-versus-one situation.
The game does have a degree of variance, meaning that the skill to consistently win is expressed over a period of time that allows for even new players to have a 'puncher's chance' to win. Game lobbies will always be random players and with enough player pool, it is unlikely that the best players will be targeted all the time, unless they choose to promote their win streaks.
Winnings should be very disbursed at any given time across the player pool and of course will eventually weigh more to the skilled players as net winners over time.
There are two assumptions that we accept:
The game must have winners for the incentive to play and because of that there will be an inevitable inflation of the $MAYG token (as gameplay mints the $MAYG token).
As the game scales, the absolute inflationary production of $MAYG should plateau, because the playable NFTs are capped. And even NFTs become more optimal due to clan management, we can find the rate of inflation that the game produces and manage the supply accordingly.
The basic process of in-game token flow is as follows:
The holding balance of $GLB is the main incentive driver to convert the potential of $GLB into $MAYG. Assuming that the pure skill aspect of winning is diffused by the social collusion play, then consistently winning players will take some time before they are net winners.
The Cartier Round has a 50% 'burn fee' (5 players, 2 $MAYG entry (total 10 $MAYG) and 5 $MAYG won). Normally, players would never accept a 50% admin fee for entry into a competitive game, but since the burn directly affects the $MAYG inflation and ultimately provides value to the $MAYG token, and the $MAYG token can be grinded, essentially for free, through the Tiffany and Bulgari rounds, then whatever the burn rate for Cartier would be justified to manage a reasonable rate of inflation.
Players are incentivized to play as the leaderboard is focused on the Cartier Round only - but to get there, they need to play the Tiffany and Bulgari Rounds - for the rights to be whitelisted to buy the first accessory NFT supplies.
The 50% burn fee is allocated in 3 buckets:
X % funding the leaderboard prizes, e.g. 10%
X % directly being burned from the system out of the system, e.g 30%
X% going to the game's treasury e.g. 10% this is for the game's revenue based on transactions.
Players also gain experience for playing in the Bulgari and Cartier Rounds as well for wins & losses.
Burn is not optional, it is part of the game flow
All accessories will be priced in $MAYG
Diamonds are priced in $MAYG and $GLB
Organic approach - i.e. treating $MAYG as if it were typical in-game token and letting the supply organically grow