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GameFi Architecture and Economic Models

Study of Long-Term Sustainability Factors and Monetization Risks in Play-to-Earn

Mryo avatar Mryo
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In the course of existing in the world, you may encounter such a concept as GameFi or play-to-earn. This field is most strongly connected to the context of cryptocurrencies, NFTs, and conventional games. In its most accurate definition, GameFi refers to multiplayer games whose native mechanics provide for a massive possibility of monetary cash flow between players and players or between players and developers. That is, games in which players, according to the developer’s plan and design, have the opportunity not only to spend money that goes to the creator by various means, but also to “earn” it through the very same game.

The classical gaming industry operates on the principle of a service sector that features guaranteed time-delayed monetization. Fundamentally, players pay the developer for developing this game and allowing them to play it or receive in-game bonuses. Most commonly, this is done in the following ways:

  • Payment for the opportunity to play (playing at all, having full access to content or to a certain part of the content that would otherwise be physically inaccessible for full exploration)

  • Payment for a functional in-game bonus (premium status, an advantage over other players, accelerated progression, a scarce resource, tangible convenience, walkthrough speed)

  • Payment for a status and aesthetic bonus (appearance modifications, skins, profile customization—things that do not affect core mechanics and do not create real player differentiation)

The organic scheme looks like this: the developer spends money and time creating a game, attracts players by some means, and encourages them to pay for opportunities directly tied to the game.

The incoming money may be partially reinvested into the development and maintenance of the game and its infrastructure, which leads to the expansion of the audience and its payments to the developer. And so on in a loop.

The sustainable model of a long-term maintained and developing game is built on the fact that players enjoy playing, gaining game-related experience (communication and community, status, a sense of progression, and so forth), or expect to receive this in the future. By virtue of this, the player is willing to spend money to obtain or enhance a positive experience.

GameFi, which might seem strange to those already familiar with representatives of this category, operates on the exact same principle... but unsuccessfully.

Such games are also developed with the goal of enriching the developer, money is invested in them, and they also plan for players to derive satisfaction or the possibility of it in the future. However, the sole reason they collapse immediately or eventually is that the project's economics do not add up.

Let us conditionally imagine two completely equal development teams in an identical situation—conditionally, two versions of the universe's evolution: standard and GameFi—developing a very similar game. Both spend the exact same amount on development, advertising and marketing, initial server rental, and support staff. Both projects initially attract the same audience, which starts playing and spending money on it (which, for simplicity of understanding at this stage, all goes into the hands of the developer); suppose both companies earn the same amount, say... a million dollars, and now they have the same amount of cash on hand.

And only at this stage do the differences begin: often, though not necessarily, the GameFi developer must spend a certain portion of the earned money on payouts to players, which a standard developer does not have to do. Hitherto, the two identical projects had no differences, but now the situation changes: the standard developer theoretically reinvests the entire received budget ($1 million) into the development and improvement of the game, while the GameFi developer spends a smaller fraction of the same profit (for instance, only 70% = $700k). 1

At the end of the first imaginary cycle, the standard developer's game has become more polished 2 than that of the GameFi developer 3 . Disregarding one parameter, it logically follows that fewer people will play and/or spend money on the relatively inferior [GameFi] game, which leads to a dynamic where, upon repeating reinvestment cycles, the standard game becomes exponentially 4 better, reaching the point where the GameFi game, relative to the conventional one, loses popularity or shuts down entirely.

The only argument and rationale for why GameFi—where the developer, under some facade or mechanic, returns part of the earned money to the players—can theoretically exist sustainably in the long run lies in the degree to which the very fact of returning money to players (perceived by players as earnings) will make it possible to attract and/or retain the flow of players and their spending in the game, at the expense of developing the quality of the game itself due to the explicit or implicit presence of a refund/payout mechanic perceived by players as earnings.

If, say, the difference and monetary sum from players who left due to an underdeveloped game quality is completely and systematically compensated by the influx or retention of players and their payment flow 5 who continue to spend time on the game, then the total funds earned by both games and their player volume will be identical. This would allow a theoretical GameFi game to match in scale a game with standard monetization and economics 6 .

The problem usually lies in the fact that:

а) the developer does not plan for long-term support, and either does not develop the game at all, or spends a volume of funds (in percentage terms of the revenue remaining after distributing money to players) that is far below what a stable studio would spend, or spends nothing at all (only maintaining infrastructure as long as the project generates profit). 99% of such projects look like pyramid schemes, and 99% of that 99% are deliberately designed around this principle: Recouping costs on typically poor development; extracting profits from inflated player expectations, including the expectation to make money; shutting down.

б) the possibility and/or volume of returning money from the developer, which is perceived as earnings by players 7 , does not compensate for the loss of quality resulting from the reduced budget for game development and maintenance.

Most players will not play a lower-quality or frankly uninteresting game relative to a competitor just so that a portion of the funds they spent on it is returned to them.

Perhaps some will not understand why GameFi usually looks like a cashback on donations/in-game purchases. In total, 100% of the funds invested by players enters an abstract spending pool (even if these expenses do not pass through the developer's official platforms), a positive portion of which irrevocably goes toward maintaining the game, recouping costs, and directly to the developer. For players who want to earn, this is a negative-sum game, similar to a stock exchange or poker.

Only the redistribution methods differ (this is not a strict logical categorization, merely examples):

а) there is no redistribution at all; all payouts come from the investments of new players, which is an outright pyramid scheme.

б) Players pay for a subscription, access to play, or boosters, having the opportunity to sell in-game services or save on donations/subscriptions for other players 8 .

в) money is distributed on a competitive basis—the best (for instance, on the leaderboard) receive all the income, while other players strive for the top 9 .

The conclusion seems logical and complete, but only in the case of modifying the definition, which initially did not imply that the developer guarantees at least some positive influx of money to players on their end. It is simply that the industry has developed such that either such income is guaranteed, or the players themselves unconsciously invent this assumption.

It is important to understand the distinction between GameFi (as a broader category) and play-to-earn as a subcategory, which, as already noted, are conflated due to prevailing circumstances.

We have examined the category of games where the implied monetary exchange mechanic is built on a two-way interaction between the developer and players (that is, just as players give money to the developer, the developer also provides money to players via certain mechanics). The situation is much better when the game's built-in mechanisms guarantee only that players themselves can engage in two-way economic actions between one another, while the developer directly 10 does not give away the funds earned from players.

To generalize, the developers of such games effectively say: you can play the game and exchange game-related assets (accounts, items, resources, skins, services, and man-hours) for currency that is easily convertible into real money, while the game mechanics and we ourselves guarantee that such exchange is permitted (for pure GameFi—directly permitted; for GameFi-like games—indirectly) and will remain accessible forever 11 .

Under this model, the developer merely incorporates value exchange mechanics into the game that would otherwise exist on the grey market of gaming service marketplaces, thereby gaining control over such a market and legalizing it. Often, this attracts additional monetization by charging a transaction fee on trades or making the purchase of any donation/in-game item from the developer a prerequisite for the ability to trade.

The Steam Market, EVE Online, and Telegram Gifts function successfully on this principle. In these ecosystems, alongside direct spending to the developer, players can trade assets amongst themselves, creating a secondary asset market (whereas the primary market is the direct purchase store: cases and keys, PLEX, and gifts) tradable for real money.

Although Steam and EVE Online do not provide a direct withdrawal interface and do not officially endorse such actions, the long-standing, legal existence of third-party trading platforms, store accounts, and RMT players (who are banned in these systems rather infrequently, just enough to maintain confidence in the feasibility and viability of trading) indicates the presence of a massive indirect market. This allows these projects to be categorized not as canonical GameFi, of course, but as GameFi-like.

Such a model is viable, but at present is not widely spread and is hardly associated with the blockchain play-to-earn concept under which games referred to as GameFi are usually released.

Possible Objections

In the course of examining the two-way exchange model between player and developer, I assumed a direct dependence of the game on the quality of its budget. A direct, albeit non-linear (with diminishing marginal utility) model still works in 99.9% of cases. It is difficult to imagine that steady, well-thought-out, and long-term injections of larger amounts of capital could make a game worse than if less money had been spent 12 .

I fully admit that a situation 13 may arise where the marginal utility from directly (or nearly directly) returning a portion of money to players via some mechanic will be more advantageous for the audience size and their willingness to pay. Previously:

theoretically can exist sustainably in the long run lies in the degree to which the very fact of returning money to players (perceived by players as earnings) will make it possible to attract and/or retain the flow of players and their spending in the game, at the expense of developing the quality of the game itself.

This would allow a game that managed to optimize this parameter to acquire a dominant position. When distributing a portion of money to players instead of non-optimal spending on development beyond what is necessary is more profitable for the game's popularity and audience quality, the return of money to players can be interpreted as a marketing budget that strengthens audience loyalty and engagement. However, this method of marketing is unsustainable, more difficult to measure and lock in returns on invested capital, often requires constant cash feeding—which cannot be said of a one-off promotional campaign—and affects not only the flow of new players, but also the perception of the game by existing ones (who would play or would have played even without monetary incentives), due to changes in mechanics.

Furthermore, short-term or medium-term speculative demand from investors or players can lead to a situation where a temporarily lower-quality game with GameFi elements outperforms its standard counterpart. However, there are no fundamental reasons for its long-term existence.

Except for such an unlikely, but possible situation where spontaneous speculative interest has created value accepted by a sufficient number of people, embodied in an in-game resource, which these people are willing to use as a store of value, medium of exchange, and status symbol. Under this approach, the value will no longer reside in the game itself as such, but in those items that players have implicitly agreed to use as an instrument for expressing significance.

An additional negative factor mentioned earlier that reduces the appeal of the play-to-earn model is the erosion of game design and audience motivation. It is one thing when players spend time for pleasure, and quite another when, in addition to this, a monetary reward system is introduced, even if the quality level of the games is identical. In the second case, the primary focus of attention for a portion of players shifts from deriving enjoyable sensations directly from the game to earning money, with pleasure relegated to a mere byproduct.

The evaluation of the game is subjectively transformed, and even improvements in quality, content volume, server infrastructure, and support levels may be perceived as secondary innovations; the primary demands and grievances directed at the developer by players become the earning level, and when it begins to decline, interest in the game drops lower than it would have been without the introduction of payouts in the first place.

Extraneous people enter the game (who would not be in the very same game were it not for its payout and earning system), such as, for example, bots and players who joined solely for the sake of making money, with zero interest in the core gameplay process. This degrades the quality of the community and damages the core target audience.

The canonical parable-illustration of this phenomenon tells of an elderly man whose peace was daily disturbed by neighborhood children. Every evening, they gathered beneath his windows, made noise, shouted loudly, and banged sticks against the fence. The old man's pleas and scolding yielded no results.

Instead of another confrontation, the old man went out into the yard and announced that the children's shouting brought him sincere joy, reminding him of his youth. He promised to pay each of them a dollar for every evening of such noisy play. The overjoyed children began shouting under his windows with redoubled enthusiasm, and at the end of the evening, they received the promised money.

A few days later, the old man announced that he was experiencing financial difficulties and was therefore forced to reduce the payment to twenty-five cents. The children were upset, but continued to shout. A day later, the old man gave them only one cent each for the evening. Offended, the children declared that they refused to tear their throats out for such pennies and left the yard forever, leaving the old man in silence.

In behavioral psychology and economics, this plot illustrates the overjustification effect and the mechanism of motivation crowding-out.

Initially, the behavior was fueled by the gameplay process, a sense of autonomy, and emotional release. The introduction of material pay shifted the subjective locus of control to the external environment: the activity began to be perceived as labor requiring commensurate compensation. The intrinsic incentive faded. When the external benefit fell to near-zero values, the only remaining reason to perform the action vanished, and the return to selfless interest was blocked.

AI-optimize version

In the video game industry, GameFi encompasses multiplayer projects whose core mechanics incorporate a two-way flow of capital. In this framework, players are deliberately enabled to invest funds and extract financial returns through gameplay. Accurate economic analysis requires distinguishing between two fundamentally different architectures that are often conflated in practice:

  1. Infrastructure Model (P2P Asset Marketplace)
    The developer acts as a platform operator and regulatory authority. Players transact exclusively with one another, trading time, accounts, resources, services, or cosmetic items for liquid assets. The studio generates revenue via transaction commissions or mandatory access fees for marketplace features, removing any obligation to buy back in-game value using its own capital. Secondary item markets in the Steam ecosystem, PLEX license circulation in EVE Online , and collectible gift transfers on Telegram operate on this principle. While these platforms legally restrict or prohibit fiat cash-outs, external trading hubs and real-money trading (RMT)—selectively policed by developers to preserve balance—form a functioning economic circuit.

  2. Direct Redistribution Model (Play-to-Earn in the Narrow Sense)
    The studio acts as the direct counterparty in monetary transactions. The developer pools user payments and commits to returning a portion of that capital to players as rewards for activity or digital asset ownership.

Economic Foundations of Traditional Development

The traditional games industry functions as a service sector driven by deferred, non-guaranteed monetization. Users pay for access to emotional experiences, social interaction, competitive prestige, and personal progression. Classic monetization relies on three primary channels:

  • Access to Gameplay: Purchasing a copy of the game, subscription tiers, or unlocking paywalled content expansions.

  • Functional Advantages: Premium subscriptions, progression accelerators, rare materials, and quality-of-life features that directly influence clear speed and competitive balance.

  • Status and Aesthetic Differentiation: Character skins, cosmetic customizations, and profile decorations that establish social hierarchies without altering baseline gameplay mechanics.

The organic growth loop of a traditional studio is self-contained: gross revenue is reinvested into codebase development, infrastructure maintenance, content production, and marketing. Product enhancements expand the active player base, driving subsequent revenue cycles.

Closed Cash Circuits and the Production Deficit of Play-to-Earn

The core vulnerability of direct-payout systems stems from the conservation of capital within an isolated economic environment. Exactly 100% of the aggregate pool originates from player deposits. From this sum, the developer deducts server costs, payroll, operational overhead, and profit margins.

For a player base seeking systematic returns, the ecosystem inevitably becomes a negative-sum game, analogous to a poker room charging rake or a brokerage taking transaction fees. Liquidity within this pool redistributes through three primary patterns:

  • Direct Ponzi Mechanics: Early participants are paid entirely through deposits from newer entrants, absent genuine product reinvestment.

  • Service Arbitrage: Players purchase base access or boosters, offsetting their costs by selling accumulated resources and in-game services to other players.

  • Competitive Pyramids: A structure mirroring professional esports, where the top fraction of a percent captures the bulk of the prize pool, financed by the vast majority chasing an improbable windfall.

The long-term mathematical disadvantage of a P2E project competing against a traditional game is demonstrated through a comparative thought experiment.

Consider two identical teams releasing similar games with equal baseline expenses for development, certified infrastructure, marketing, and customer support. Both titles attract identical starting audiences and generate $1 million in gross revenue.

The divergence occurs during capital allocation. The traditional studio directs its entire operational surplus ($1 million) back into product enhancements, mechanic refinement, server scaling, and content releases. The Play-to-Earn developer must allocate a substantial share (e.g., 30%, or $300,000) to sustain player payouts, leaving $700,000 for reinvestment.

Following the initial production cycle, the traditional game achieves superior execution quality. Across subsequent iterations, this deficit compounds: the lower-budget project falls behind in update cadence, optimization, and content depth. This dynamic triggers an outflow of discerning players, reduces gross revenue, and drives the P2E project toward closure.

Marginal Capital Utility and the Limits of Financial Acquisition

A counterargument to this dynamic involves the law of diminishing marginal returns on capital. Injecting surplus capital yields diminishing consumer value once a game reaches high optimization, balance stability, and content throughput. A studio can also mismanage a major update, squandering resources.

In most scenarios, consistent, disciplined investment provides a clear qualitative edge over underfunded competition. The sole theoretical defense of Play-to-Earn stability rests on whether payouts compensate players for technical and content deficits.

Player payouts effectively convert into an acquisition and retention budget built on monetary incentives. This channel suffers from structural vulnerabilities:

  • Financial incentives require continuous cash outlays, unlike marketing campaigns with residual brand value.

  • Payout efficiency in sustaining retention is difficult to calibrate.

  • Yield fluctuations erode the engagement of users who initially valued the gameplay itself.

An exception occurs when a durable monetary consensus emerges. If speculative interest endows an in-game asset with independent value recognized as a medium of exchange, store of value, or status symbol, the economy decouples from core game quality. Value shifts from game design toward a collective agreement regarding the digital asset’s utility.

Game Design Degradation and Motivation Crowding-Out

Introducing direct financial returns fundamentally alters player psychology. When in-game actions carry monetary value, intrinsic satisfaction derived from mastering challenges, exploring worlds, and collaborating with peers yields to evaluating hourly earning rates.

Behavioral economics and social psychology categorize this shift as the overjustification effect and motivation crowding-out. A traditional parable illustrates the dynamic:

An elderly man was disturbed by neighborhood children shouting beneath his window and striking his fence each evening. Rather than attempting to drive them away, he offered to pay them one dollar every evening they returned, explaining that their noise brought back joyful memories of his youth. The children accepted and returned with increased energy.

Several days later, the man cited financial difficulty and reduced the payment to twenty-five cents. The children voiced frustration but agreed to continue. The following day, he cut the reward to a single penny. Outraged, the children refused to exert themselves for negligible pay and left permanently, leaving the man in quiet.

The children’s initial engagement was powered by intrinsic enjoyment, emotional release, and autonomy. Introducing an extrinsic reward shifted their locus of control outward, converting play into compensated labor. When the financial incentive dropped, the perceived value vanished, and returning to unprompted play was no longer viable.

A parallel degradation occurs in Play-to-Earn ecosystems. Server infrastructure improvements, narrative depth, and mechanical balancing become secondary background elements; financial yield becomes the primary quality metric.

Concurrently, community demographics shift: the ecosystem fills with yield farmers, bot operators, and multi-accounters focused on extracting liquidity. This crowds out the paying audience seeking genuine entertainment. Once deposit growth slows and payouts fall, engagement drops below levels typical of an equivalent game without monetary mechanics.

  1. Since a GameFi game and its developer sort of guarantee that, in total, all players will receive some positive (and most often, though not necessarily, tangible, at least within the range of one order of magnitude [10%] of the developer's profit).

  2. And accordingly, the GameFi game is relatively less polished.

  3. All else being absolutely equal, it is assumed that higher spending on development leads to greater advancement of the game.

  4. Depending on the number of cycles and the percentage of monetary payouts from the developer to the users.

  5. In such a way as to at least keep pace with the audience flow of the standard twin game.

  6. For simplicity of explanation, it is assumed that one player in both cases generates the same revenue. But if you have understood the concept, then I think it is not difficult to modify the framework by calculating not the number of players, but the total stable cash flow from both audiences.

  7. Which, in terms of total invested funds, cannot exceed 100% of the funds invested by the players themselves.

  8. Which resembles the RMT sector in certain games that attempts to bite off a portion of the developer's revenue. A situation where players, instead of purchasing in-game resources from the developer, buy them from other players, which reduces company revenue; most often, developers dislike this and do not allow it to happen with impunity.

  9. This is how the incentive for excellence is structured in many competitive games that feature sponsored esports. Becoming the best by playing a favorite game with a 1:1,000,000 chance and earning super-profits, to the detriment of steady life progress, flatters many players.

  10. Expenditures on improving game quality, funded by money received from player spending, sort of serve as an indirect return on player investments, embodied in the enhancement of the gameplay experience.

  11. With the exception of maintenance work and server restarts. Subject to internet access, possession of a gaming device, and other formal technicalities.

  12. In practice, in the short term, this is feasible when a team decides to roll out a large-scale, controversial update, spending most of its resources on it, which impacts the steady source of improvements: optimization and well-thought-out, incremental content releases.

  13. For example, optimization is already perfected, content is steadily replenished at a high rate such that players barely have time to complete it and almost never get bored of the routine, all bugs are fixed, balance is ideal, and so forth.

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