Purpose and Vision

Recognizing the limitations and problems of the P2E market

Play to earn system, in which rewards obtained through gameplay are linked to actual revenue, provided a new paradigm for the revenue model of games with the rapid growth of blockchain networks, the growth of NFTs, and the success of various P2E models. There are countless P2E games on the market today. We played and scrutinized P2E games in our respective locations.

Sometimes you win and sometimes you lose. What we've witnessed along the way is that a lot of P2E games have been lost in vain due to basic failures. Some games have given free users amazing benefits to attract new users. DAU temporarily rose significantly, but the price of this 'free income' was terrible inflation. This is because the proportion of people who sell their profits to the market immediately is overwhelmingly higher than those who resell their profits from their games.

We have seen the negative impact of increased advertising costs as many competitors have appeared in the market. Some games have managed to grab users' attention by spending hundreds of thousands of dollars on pre-launch advertisements and promotions, but this has also resulted in significant inflation. Due to excessive airdrops prior to launch, dumping occurred from the first day of DEX trading, causing the token price to drop, and the development team had to use a larger percentage of the tokens allocated to the marketing pool to cover marketing expenses. In this way, as more tokens were circulated in the market, the price went down further, followed by a vicious cycle. Excessive PR costs also hurt the owners.

We looked at the operation cases of numerous P2E games, and analyzed the realities and alternatives faced by P2E games that are sometimes played directly. It has been concluded that a paradigm shift is necessary to compensate for the short lifespan of the pouring P2E games.

Development Motive

Unlike the existing coin market, where developers, foundations, and users have grown into one strong community of owners, the P2E game market, which is still in its infancy, has not yet abandoned the company-customer relationship.

Analyzed the root cause of problems in the existing P2E market. We start with a developer-player relationship, but it's not the same as a company-customer relationship. We decided to develop the game in a way that breaks the traditional corporate practice of selling goods to customers (NFT) and increases the value of Rims together with players. We will strive for the growth and circulation of the Rims ecosystem, and further build a community of holders that promotes common interests.

This is the right direction for the P2E game ecosystem that we propose. While preparing 'Rims of legend', a Rims ecosystem game, we want to faithfully depict the basis on which this ecosystem can be expanded. A second and third game to be released at a later date will also expand in a way that shares the existing ecosystem and works for the community of Rims holders. We have decided to call this ecosystem Rimverse.

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