1 Item a year.
Not knowing about the game. Hard to comment on.
I am sure they do not want me there to examine their eco system for the game.
With a closed game the mining is done before release. (Just opinion)
1 Item a year.
Not knowing about the game. Hard to comment on.
I am sure they do not want me there to examine their eco system for the game.
With a closed game the mining is done before release. (Just opinion)
I think the biggest reason why we don't have a lot of HBD products on the network is advertising. Most of the HBD projects die or are still there just no one knows about it. Over the years I have seen many HBD projects come up but I don't see those projects still alive or they are hidden. But you are correct we focus to much on hive and not enough on HDB.
That is true for most closed games. I don't know the best practices to start a game. So it's hard to comment on.
I think we can agree Games need to be looked at on an individual basis. But overall grouped together. I think they provide a negative value. It is an additional faucet that increases the sales of HIVE.
The reason why we don't have HBD sales is we do not get the HBD to the consumers wallet.
You cannot invite those people in to blog. Though some that gain an account might. They care nothing about governance or what others do on the chain. They just use the HBD. You provide that HBD to wallets through rebate/loyalty rewards.
Yes games need to be looked at individually and they kind of act like a faucet. But I don't think that is a bad thing if done right.
kenny-crane's idea of requiring you to put in a set amount of HBD and gain a required level in the game to get the ability to invite someone is a good incentive for increasing the buy pressure of HBD.
Because the focus is mostly on HIVE, it leads to the HBD stabilizer taking out to much HBD from the ecosystem.
We need a better way to advertise the products. And have someone looking at our current projects list to make sure there is no dead links/projects being presented.