The blockchain development of games has led us to a situation in which, as was logical, we find more and more terms, definitions, and concepts. Not all of them are very clear, and in fact, in some cases, they can lead to confusion. This is the case of the term P2O or Play to Own.
Let’s learn more about this term and some of its characteristics. And as you will see, it is not very strange, and in fact, it is actually integrated into some of the fundamental concepts of our Warlands project.
The first thing we should say is that it is not a concept exclusive to others related to blockchain-based games. So, indeed, you can find games that are perfect both PaE and P2O.
Relax, it is not difficult to understand.
The fundamental basis of a game to own has two fundamental pillars:
As another element of added value, we would also find the possibility of interoperating with the asset in other projects, in this case in other games.
For its part, in the play and earn concept, what we find is above all a video game, which provides a gameplay experience, through which it is possible to obtain remuneration. In this case, the remuneration is the secondary layer and the gameplay experience is the primary layer.
When, as in the case of Warlands, through NFTs you acquire such a property, and in addition, you can use it to play, have fun and opt to obtain remuneration, you are approaching the two models combined.
You have to think that the assets in our project do not have an expiration date. That is to say, we do not burn NFTs since the game is based on the entry by acquiring tickets to the different tournaments or competitions, including the daily ones.
What this does is that these assets have a potential longevity with no limit other than the development of the game itself. Moreover, as the game progresses and becomes more popular, the assets may become more likely to be sold on the internal market, and even, in the future, on the secondary market.
This would allow the player to decide at any time to exit a project, sell his assets, recover the investment plus capital gain plus the profits obtained during the development of the gaming activity.
In recent months we are hearing more and more often about the term play to own. It is normal, since there is a part of the industry that is meeting head-on with an unstoppable phenomenon such as the incorporation of the blockchain layer to video games.
And where do these movements or polls come from? Well, there is no consensus, but the big companies are no strangers to this kind of “market sounding”. The explanation is quite simple, they are reluctant (these companies) to the concept of remuneration as we understand it those of us who are evolving the ecosystem, however, as they know that the process is unstoppable, they explore other concepts combining them NFT, ownership and time value of assets.
Will you be able to own that soccer player’s nft or that F1 car in the future? Yes, this is almost certainly a path that large companies are going to explore. It doesn’t make sense as technology allows to interact with digital property, a market where everything inside the video game remains the property of the developer even once the player has paid.
The buy to play model will remain, but diluted and combined with other models.