De:Lithe Last Memories
Last updated
Last updated
This whitepaper is intended for both players who participate in the game with the goal of Play to Earn (P2E) and investors who are considering supporting and investing in this project.
To provide insight into our game and its economy, and to encourage consideration of token and NFT purchases, we have focused on providing key information. For an introduction to the game itself, please visit our official website (https://lastmemories.io/).
First and foremost, we would like to explain the challenges we faced in planning, designing, and developing this project, as well as the vision and form of the game we want to deliver to everyone. Although this is a long section, it's the most important part, so please stay with us until the end.
De:Lithe Last Memories is based on the main concept of "Play better, Earn more."
We have been developing and managing games for more than 10 years as game making professionals. And after seeing various blockchain game projects, we have a renewed desire to create interesting games and bring them to you.
Due to the nature of dealing with assets such as tokens and NFTs, blockchain games inevitably tend to focus on investment and return. However, since we call it a "game," we believe it doesn't have to be a game if it isn't fun to play first. On the other hand, if you are thinking only from an investment perspective, gameplay may even feel like a hindrance.
We understand that there is no one project that is more right than the other, neither the project which create GameFi by putting gamification into DeFi, nor the project that focuses more on gameplay. On that basis, we decided to stick more to being a game.
In blockchain gaming projects, the next consideration is "who can benefit". The development and operations teams, investors, and players all participate in the investment and revenue generation through tokens (FT) and NFTs.
In a scenario where investment returns are generated solely through the sale of tokens and NFTs, if someone benefits, someone else must bear the burden. This situation is often referred to as a zero-sum game (it can actually be a negative-sum game when considering gas fees and taxes), where not everyone can benefit.
The only case where the price of a token or NFT continues to rise is when many people feel they are making a profit, but this is not realistic. Of course, the project will do its best to maintain or increase the price, but it cannot promise a price increase.
To solve this problem, our project integrates with the mechanism of F2P (Free to Play) games. By diversifying the revenue structure of the development and operations team, we aim to reduce the dependency on tokens and NFTs for team revenue. In F2P games, revenue is mainly expected from In-App Purchases (IAP) and advertising (AD) revenue. This will allow the development and management teams to lower the selling pressure on the tokens and, in some cases, aim for a positive-sum game, including the return of F2P sales (buy-back).
In terms of player population, F2P is currently much larger than P2E. We believe that the participation of a large number of F2P players who want to enjoy the game itself will bring to life the gameplay-focused nature of the game that we are aiming for.
Going back to the issue of "who benefits", in this title, by consuming tokens and NFTs, players can purchase new characters and equipment or upgrade them. While this is common from a gameplay perspective, it does not necessarily mean that players can always earn more efficiently.
By making it natural to "enjoy the game for the game's sake," rather than just to invest and make money, we believe that the pressure to sell can be distributed to some extent.
However, as a blockchain game, the ability to earn money is definitely an attractive feature of the game. In this regard, we will provide content such as PvP and GvG in which players can compete for player skills, and we will offer a large reward that is completely different from the daily income amount in the form of a reward for the top ranking player or a reward for the top player in a tournament.
The rewards are distributed from the reward pool as tokens are consumed or as IAP sales increase, which is usually the income of the management team. We call this a "jackpot-type reward" within the project, and the larger the economy, the larger the reward.
We hope that all participants will work together to make this a great and wonderful project.
After some upbeat discussions, let's get back to a more realistic topic.
In many blockchain gaming projects, the token price tends to rise shortly after launch (or not rise at all), then significantly drop, with maintaining or increasing the price afterward being considered a success. Regarding the types of tokens issued, there seems to be a trend towards the Dual Token model, where the Governance Token is prioritized over the Utility Token.
We believe that one of the main causes leading to the stagnation in this economy is the Dual Token system. While there are indeed advantages to Dual Tokens, such as the ability to sustain the project even if the Utility Token's value cannot be maintained, we wonder if there's a better way.
There are also challenges with the Dual Token system, including:
Dilution of utility due to splitting between two tokens
Difficulties in ensuring liquidity due to dispersed supply and demand
Often, Utility Tokens are issued infinitely, making it difficult to maintain their price
In our project, we're going back to basics by consolidating tokens into a Single Token, limiting the issuance, and implementing measures to ensure an appropriate range of circulation through various means. These steps are taken to address the aforementioned challenges.
In order to maximize the play environment in F2P, we plan to primarily offer an app version targeting iOS and Android devices, with a PC version (Windows app version) also available. Due to various considerations such as app development rules, execution environments, and legal aspects, the currency circulated within the app will not be in the form of tokens but rather in the form of in-game purchasing currency (referred to as xGEEK).
xGEEKs can be obtained by importing the project's tokens ($GEEKs) from outside the game, through in-game payment (IAP), or through P2E. GEEKs can then be used in various in-game situations or exported externally in exchange for $GEEKs. (*Only xGEEKs earned through P2E can be exported externally).
Since xGEEK can be brought in from outside the game or obtained through in-game purchases, if the price of xGEEK is affected by the price of $GEEK and the price fluctuates, the price of the target utility will not be fixed when used in-game.
To avoid this problem, the price of $GEEK is fixed (100xGEEK = 1$), and the amount of $GEEK required for import and the amount of $GEEK earned for export are changed according to the market price of $GEEK at that time. xGEEK is like a stable coin.
In other words, at the moment of import/export, the exchange is always at a fixed value and is not affected by the price fluctuation of $GEEK. Therefore, even if the aforementioned token price decline occurs, P2E gaming and economy can continue without any breakdown (*).
*Specific measures are described below.
This concludes the concept of Tokenomics, which encompasses the awareness of challenges in blockchain gaming as perceived by our project, along with the corresponding solutions.
Emphasis on gameplay, "Play better, Earn more"
Fusion with F2P, not a title that everyone plays for the sake of profitability.
Consolidation of tokens into a Single-Token model
Fixed value for in-game currency = adjusted by the earned token market price.