How to ACTUALLY attract new players to Splinterlands

in Splinterlands24 days ago

I'm going to be making a few posts on my blog here to best explain what I think is wrong with splinterlands and what I'd personally do to make it better. The first topic that I've been thinking about is why it's so hard to attract new players to Splinterlands. While it's potentially a super complicated issue, it actually comes down to something very simple.

You have to make the players who invest into a set not just profitable, but filthy rich! When I think about the Untamed era and Kitty was $5000 and Yodin / Llama weren't that far behind it's easy to see why Splinterlands exploded into the launch of Chaos Legion. (The bullrun didn't hurt things either!)

Speaking from personally experience, I found out about Splinterlands and bought my first Chaos Legion packs when Baakjira was the next card to be air dropped. I saw how everyone who bought into Untamed and the sets before that like alpha and beta did very well and wanted a piece of that action and so did many other players and investors.

But why? Why was it so successful? The cards you needed to be competitive were extremely hard to get if you weren't here when Untamed packs were purchasable in the store. Scarcity drove prices up and I believe it is the one thing missing from Splinterlands now. So step 1 is things are (relatively) cheap while available in the store. Step 2. They become much more expensive when out of print.

To truly understand why every card set since CL ends up over printed we have to think about all the mechanics at play. It is not just unlucky or some strange phenomenon that keeps screwing us over, it's actually guaranteed to happen so let's look into the WHY.

Splinterlands panicked when they released Chaos Legion because the packs were drastically overprinted and the set was never going to naturally sell out. They created a burn mechanism to burn unsold packs and liked the idea so much that they decided to add it to every future set since. On paper this makes sense. You can essentially print way more packs than you need, fill the demand of the players, and any excess will be burned. A win / win situation right?

The problem is, when you do it this way, the set has zero chance to actually sell out naturally and create scarcity like it did for Alpha, Beta, and Untamed. Think about it. If enough packs are created so that everyone who wants them can buy them, you are essentially matching the demand of your product with supply. But simple supply and demand economics tells us that you NEED demand to be HIGHER than supply if you want prices to go up.

When you fully saturate the demand for your product, the players who invest in that set will not become filthy rich. If you're a decent player and grind like crazy playing Ranked, Tournaments, and Brawls, you can get your money back sure, I have done this a couple of times myself and it works for me.

However, if you aren't a great player and don't grind like crazy you're guaranteed to lose money in the long run. This is why we continue to lose players and what happens when you gradually lose players is that every set essentially becomes over printed. You sold enough packs to meet demand, demand continues to drop, asset values go down as there are more available than people who want them and it makes the situation worse and worse for those who stay invested.

So what is the solution? We have to stop printing enough packs to satisfy demand. It sounds counter-intuitive but splinterlands to me has always been a luxury product. Think Gucci or Ferrari for example. If everyone could get one, it'd be the death of that brand. Chaos Legion proved this for splinterlands. It was BY FAR the cheapest set you could max and were we flooded with new players? No... the game almost died on the spot.

As of this writing, DEC is 63% below peg and there are no new players in site with Modern eligible cards and SPS as cheap as I've seen them since CL. This is more proof that if things were just cheaper and more available we would attract new players is the wrong mentality for us to have. If anything, packs should probably go UP in price to $10 and have less of them available.

I remember scholaring for Bubke before modern was invented. In the gold foil high roller tournament I took notes on other accounts like this guy doesn't have a max Kitty or Yodin but he has Llama. This guy doesn't have Kitty or Llama but he has Yodin. It's because back then not everyone could get everything! You had to choose wisely which cards you actually went for. Looking at the market right now there are only 131 TOTAL BCX for GF Kitty. That's enough to make 17.5 max copies. Mean while there are 249 GF Dragonlord Mancer's! Keep in mind there are also max level GF Arcane and Black foil versions of him too that just makes it even more overprinted and there are a lot more CA packs floating around than Untamed packs.

So what do we do? We have to manufacture scarcity in the next set. No more over-printing packs on purpose and letting the burn mechanic sort it out. I'm not sure the exact number, but given where the player base is at now, it should be low enough to GUARANTEE a pretty fast sell out.

To make it all fair, I would create a mechanic that essentially allows you to buy packs based on two factors. Your average amount of staked SPS and your accounts average collection power over the past 48 months. This would essentially give the players who have held onto their cards with the biggest collections and most staked SPS the first shot to buy new packs. The higher your average staked SPS and collection power is, the more packs you're allowed to buy. Though there would be some diminishing returns to give new players a chance.

If you're an extractor who rents every card and sells every SPS as soon as you get it, you get to go to the back of the line and likely miss out on the chance to buy any packs. If you sell your cards when they rotate out of modern to pay for the next set you're going to the back of the line.

Scarcity + first dibs on buying new packs via holding onto splinterlands assets over long periods of time is how I see us turning things around.

Once the next set does extremely well and actually goes up in value once it's out of print, we won't have any trouble getting new players who need to buy cards and SPS because they want in on the next set and need to acquire them to participate.

This should apply to mini sets and reward cards as well. We have to stop printing easy access collection power that devalues every asset. The one exception I would make is actually promo cards. Normally promo cards are the most expensive (think hall of legends or Heliose... and how many people that pissed off) but that is the one area it makes sense to me to actually overprint and sell a lot because with limited core sets and mini set print rates, we will need to make money elsewhere to keep the lights on so make promo cards the one area everyone can participate in, just keep how many you release relatively low.

One final thing, I can't stress enough how bringing LEAGUES back is crucial to the success of this idea. We have to allow players a place to play in Bronze, Silver, Gold, etc who can't afford max level cards but still want a place they can COMPETE in, at the level their budget allows once assets begin to skyrocket.

So there you have it. This is step 1 for how I would "fix" Splinterlands. Feel free to tell me how much you agree with more or how much of an idiot I am! It's all in good fun anyway!

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In short rarity rarity rarity!!

This is the fundamental item non web3 people like keegs don’t understand.

But I understand, you understand and Dave understands.

After CL all editions were smaller run, but we would argue that still not small enough. With current player base print run needs to be half or 1/4 of CA set.

We do this and we will see price impact.

Yet the trouble is; pack sales is the revenue so if you cut the sales 1/2 or 1/4th revenue is also 1/4th.

I agree and really think it would work! But you're right, it's difficult to pull off right now. That part of the solution is above my pay grade!

Problem is the revenue.

The only way we earn and pay salaries is by selling packs. So for team that is cash. For us, it’s card inflation and lower prices.

So how do we force Dave’s hand?

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There are many splinterlands accounts with 20,000 to 50,000 or more games. The game has great replay value.

The trouble is, most have never heard of it. While there are many big streamers on twitch, none play splinterlands. Advertising is much harder given the decentralized nature of the internet. There are many niche areas making its hard to reach everyone. And so splinterlands has never gone viral the way it might have with better market penetration.

I agree but the fun!
I mean, there are tons of game where ppl pay to win, pay just to be competitive, just to have fun and not to earn. This is also a fundamental key: 1.we have to make easy the game, back to basic: when alpha game was is easy and we had just one token, a dec.
2.marketing: we need to properly advertise this as a GAME where u can also earn something but newcomers have to join to have fun
3.scarcity scarcity scarcity totally yes there are years i told pls we need to be back to scarcity. TOO many cards we do need to stop the inflation. How ? before new release we have to be sure pack will be sold out

Great points! I also believe the game is a bit too complicated now in modern due to an overwhelming amount of cards and abilities and could easily do another post about that.

Frontier mode is the most played game mode and yes it's "free" but also it's simple to learn and understand, I don't think that is coincidence.

And Yes! Scarcity please!!!!!!!!

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Thanks for sharing! - @azircon

I agree with most of what you say here Mondroid. Its well thought out and I favor a limited approach as well. Good points!!!

Thanks Dave!

I like the thought experiment @mondroid and yes scarcity makes sense. As Azircon mentions we have a double-sided concern of ideally making production less common and yet we have to fund the game itself and these can possibly run into a concern, but also if well considered by the devs could possibly have a "sweet spot" where it's possible. But there are definitely intriguing points to this.

I do like the idea of distribution to targeted people in the community that are "doing the right thing," or are active in behavior that the game would like to incentivize.

Thought off the top of my head and highly unscrutinized (warning-possible terrible idea)... What if the packs were not all released at once. What if up to 2% of the packs sold weekly within an allocation formula that makes the most sense, maybe within say a current modern collection power and perhaps an owned, net staked amount of SPS (that is not being rented out).

While I'm kicking out the crazy half cocked ideas, what about as the season rolls on with a new set, in that spirit cards from the previous set are capped at 2% of bcx levels playable at each level. Example, Week 1, 2% of the allocation is made available, all cards can only play at 2% of their bcx max--so basically max level 2 common, and level 1 bcx across the board for everything else (regardless of the card levels you have in the previous set). Week 2, add another 2% to the ceiling of what's playable, Week 3 add and another 2% which would take it to 6% max bcx, and so on. So it would take up to 50 weeks for max cards to even being played. Also after 50 weeks the unallocated packs that didn't sell direct then would be available to the masses.

Woof, how's that for a crazy take? I hope this wild idea does not ruin your well designed and nicely considered post. Well done @mondroid I love to read this kind of stuff that gets the community's creative juices flowing! At worst we can daydream a minute and maybe someone else triggers someone else's great idea.

There is another aspect to scarcity too, and you alluded to it with the Llama/Yodin/Kitty "opponent check", an individual card can be scarce AND high demand, a well know feature of the meta game ( Scarce in itself means.
nothing without demand, I have several 1/1 artworks stuck to my fridge :-) )

I'm undecided if this aspect of scarcity is good, on one hand it creates true chase cards, on the other it's a bit of a lock-out spec for meaningful play.

I mention it because , not only are cards proliferating but abilities are also growing, there is usually a plan B and C for any key card. I feel the size of the reward card set adds to the issue.

I like Black Foils, I think they should be rarer, I personally don't see the need for Arcane versions, but I'm not a collector, so I appreciate that aspect is lost on me.

YES...BRING LEAGUES BACK.....allow ppl to build a Bronze deck, work up to Silver, expand into Gold..... let ppl start small and grow, as it is now it is rather meaningless to have a "bronze deck" outside of Brawls and Tournies, it's very much a "go hard or go home" scenario, and I feel that new players tend to choose the latter more often than the former

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