Bigtime has introduced many complex elements into its economic system, such as time crystals, hourglass charges, tokens, and decorative fragments. Over time, this dense, complex, and interconnected economic system needs to be regulated and rebalanced under the premise of fair distribution. For example, the price threshold of Time Guardians and Hourglass NFTs controls the number of new players entering the game, and reducing the rate of asset issuance has a positive impact on token prices.
The revenue of the Bigtime project is not linked to tokens, and they do not want to interfere too much with the price of the currency. Although they do not have consistent economic interests with players (no token exposure), the combination of crystal (main consumable) sales, NFT sales, and market fees can generate very good company-level profits. This provides a more stable long-term incentive, without the need to sell tokens to make a living, and is not affected by the bull and bear markets in the secondary market (similar to traditional game developers). Since the beginning of the preseason, the project has sold blind boxes four times, generating approximately 7.85 million in revenue. Since most items have not been listed, we can only roughly estimate: 1) Assuming that 1 token is produced for every 50 crystals, the revenue from crystal sales is approximately 5 million; 2) Based on the total market trading volume of 45 million (from the beginning of the preseason until now), and calculating a 5% transaction fee, ignoring the 3.5% token withdrawal fee, this part is about 2 million. We can only roughly estimate that the total revenue during the preseason for these two months can reach nearly 15 million, with an estimated stable and continuous market fee and crystal revenue of 7 million. Based on this level of stable revenue, the annual revenue is estimated to be about 42 million. Taking into account the bull market premium, the estimated annual revenue is 50%, so it is expected to have an annual revenue of about 20 million in the next two years.
In the long run, having paying players as consumers in the economic chain is a major challenge. It is not easy for Web2 users to enter, and the economy of the decorative panel cannot currently operate. The value of the furnace and arsenal is very low, while the price of essential Time Guardians and Hourglasses is high, resulting in a relatively abnormal asset market. The consumption of tokens in the game is also insufficient. This requires an increase in the player base by an order of magnitude. A positive sign is that the furniture market in the space has seen some growth, and there are also many new players who are willing to pay for aesthetics. The next stage will be to encourage the growth of equipment manufacturers. If the attributes of decorative items and the rights of paying players are increased, it will also provide some short-term assistance, but in the long run, an increase in the player base is still needed. Ultimately, both the team and the players/token holders hope that more people will play the game and that the game can be executed in the long term. In this regard, the economic goals of the project team and the players are aligned.