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the-state-of-web3-education-and-onboarding
Blog

Why Play-to-Earn Tokenomics Are Failing the Average Gamer

A technical autopsy of how P2E's core economic models are structurally designed to extract value from latecomers, alienating the core player base and ensuring eventual collapse.

introduction
THE STRUCTURAL FLAW

Introduction: The P2E Mirage

Play-to-earn tokenomics are structurally misaligned, prioritizing speculative extraction over sustainable gameplay.

The core economic model is a Ponzi. Player earnings rely on new entrants buying tokens, not on external revenue from fun. This creates a death spiral where declining user growth collapses token value and gameplay.

Token value decouples from utility. In-game assets on Ronin or Immutable X become financial derivatives, not gameplay tools. This transforms players into unwitting liquidity providers for a volatile, yield-farming scheme.

The evidence is in the data. Axie Infinity's AXS token fell 99% from its peak, while daily active users collapsed by over 90%. The treasury model failed to create a sustainable flywheel.

WHY TOKENOMICS FAIL

The P2E Death Spiral: A Comparative Autopsy

Comparative analysis of economic models in major P2E games, highlighting the structural flaws that lead to hyperinflation and player exodus.

Economic Metric / Design FlawAxie Infinity (AXS/SLP)STEPN (GMT/GST)Illuvium (ILV)Sustainable Alternative (e.g., Fortnite)

Primary Token Inflation Rate (Peak Annual)

500% (SLP)

300% (GST)

Controlled via staking

0% (No utility token)

Sink-to-Mint Ratio (Sinks / Minting)

< 0.5

< 0.3

1.5 (Target)

N/A

New User Onboarding Cost (Peak USD)

$1,000+ (3 Axies)

$1,200+ (Sneaker)

$0 (Free-to-Play)

$0 (Free-to-Play)

Core Loop: Earning vs. Burning

Mint SLP >> Burn SLP

Mint GST >> Burn GST

Burn ILV/Gas >> Mint ILV (Rewards)

Spend USD >> Burn Time (Engagement)

Token Utility: Governance vs. In-Game

Governance (AXS), In-Game (SLP)

Governance (GMT), In-Game (GST)

Governance & Revenue Share (ILV)

N/A

Revenue Source: Token Sales vs. Real Demand

Token Sales, NFT Sales

Token Sales, NFT Sales

NFT Sales, Game Item Sales

Cosmetics, Battle Passes (USD)

Vulnerability to Mercenary Capital

Extreme (Scholarship Bots)

Extreme (Multi-Device Farming)

Moderate (Staking for Yield)

None

Requires Continuous New Player Inflow to Sustain Price

deep-dive
THE INCENTIVE MISMATCH

The Core Contradiction: Player vs. Speculator

Play-to-earn tokenomics structurally prioritize speculative capital over sustainable gameplay, creating a zero-sum environment for the average user.

Token value precedes gameplay. The economic model is the primary product, not a feature of a compelling game. Projects like Axie Infinity and STEPN launch tokens before establishing durable gameplay loops, attracting speculators who inflate asset prices.

Players become exit liquidity. The core loop requires new capital to fund existing player earnings. This creates a Ponzi-like structure where late-adopting players, the intended userbase, subsidize early speculators.

In-game utility is extractive. Token sinks like breeding fees or repair costs are designed to burn tokens and support price, not enhance player enjoyment. This turns game mechanics into financial chores.

Evidence: Axie Infinity's AXS token peaked at $165 in 2021 and trades below $7 today. Its daily active users collapsed from 2.7M to under 50K as the speculative bubble deflated, proving the model's unsustainability.

counter-argument
THE FUNDAMENTAL MISMATCH

Steelman: "It's Just a Market Cycle / We've Learned"

The core failure of Play-to-Earn is a fundamental misalignment between token supply inflation and sustainable player demand.

Ponzi-like tokenomics define the model. Projects like Axie Infinity and STEPN create a closed-loop economy where new players' capital directly funds veteran rewards. This creates a structural dependency on hypergrowth to maintain token price stability, which is mathematically unsustainable.

Token supply is inflationary, player demand is not. Every in-game action mints new tokens, while the primary utility for holding is speculative resale. This diverges from successful models like Fortnite, where cosmetic item demand is driven by status, not financial necessity.

The player-investor dichotomy is fatal. The average gamer seeks entertainment, not a second job managing token emissions and LP positions. This misalignment was exposed when the Axie Infinity (AXS) treasury could not outpace the sell pressure from its own scholarship programs.

Evidence: The Sky Mavis treasury once held over $1B but faced a bank run during the 2022 downturn, proving that even well-funded models cannot defy the basic economics of constant sell-side pressure from players.

takeaways
WHY P2E IS BROKEN

TL;DR: The Builder's Checklist

Current play-to-earn models prioritize speculation over gameplay, creating unsustainable economies that alienate the core user.

01

The Ponzi Token Emission

Tokens are minted as gameplay rewards, creating massive sell pressure that outpaces utility demand. This leads to hyperinflationary death spirals where early adopters profit at the expense of latecomers.

  • Axie Infinity's SLP collapsed from ~$0.35 to ~$0.001.
  • >90% of new tokens are immediately sold, not staked or used.
-99%
Token Value
>90%
Sell Pressure
02

The Player-as-LP Fallacy

Gamers are forced to become liquidity providers, fronting capital for expensive NFTs just to play. This creates a prohibitive paywall and turns gameplay into a high-stakes job.

  • Axie's floor price peaked at ~$300 per Axie, requiring a ~$900 team.
  • This model conflates player acquisition cost with protocol TVL, masking real traction.
$900+
Entry Cost
0 Fun
Primary Loop
03

Zero-Sum Game Design

Earning is directly tied to extracting value from other players, not creating it. This fosters toxic environments and unsustainable player churn.

  • PvP-focused models make winners and losers, not collaborators.
  • Referral schemes prioritize recruitment over retention, a classic pyramid signal.
>80%
Monthly Churn
Zero-Sum
Economy
04

Solution: The Diablo 3 Model

Separate the fun token (gold, loot) from the governance token. The fun token is soulbound, inflationary, and only for in-game utility. The governance token is deflationary, earned via achievements, and grants protocol rights.

  • See Parallel's split of Card NFTs (gameplay) vs. PRIME (governance).
  • This isolates gameplay balance from speculative markets.
2-Token
Model
Soulbound
Game Currency
05

Solution: Subsidize Entry, Monetize Engagement

Use subscriptions, cosmetic NFTs, and battle passes for revenue. Provide free, soulbound starter assets to eliminate the paywall. Monetize the player's time and identity, not their initial wallet.

  • Fortnite generates ~$5B/year from cosmetics.
  • Pirate Nation's free Founder's Pirates demonstrate this principle.
$5B
Cosmetic Market
$0
Entry Fee
06

Solution: Value Creation Loops

Design economies where players earn by creating valued content or achieving verifiable prestige. This shifts from extraction to contribution.

  • Dark Forest's zkSNARKs create provable skill as an asset.
  • AI Arena lets players train and rent out NFT fighters, creating a creator economy.
  • Align incentives with fun, skill, and community, not just token price.
Creator Econ
Focus
Skill = Asset
Core Loop
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Why Play-to-Earn Tokenomics Are Failing the Average Gamer | ChainScore Blog