by 0x9b3ae2dd9eaad174cf5700420d4861a5a73a2d2a (MetaGamiMall)
We are in a Web3 world where the economy is crucial to any project. I believe the Foundation and DAO have built the experience layer of Decentraland, but to be honest, our product experience is not ready for mass adoption. While I acknowledge the progress made with Client 2.0, if you compare DCL to other metaverses like Roblox or Fortnite, it becomes clear that DCL will struggle to compete with them in terms of experience for a very long time.
So, how can we maintain the growth of users (players, creators, and voters) when our product is not yet ready for mass adoption? The answer lies in an incentive system. For those of you who have played Nifty Island, you understand the importance of such a system in attracting and retaining users when a product is still premature. That’s why I believe DCL needs to implement an incentive system as well. By the way, I strongly disagree with the idea that “if we have a better product experience, users will come.” This is a typical “sounds right but won’t actually help” statement.
Who Should We Incentivize?
Considering the current situation of DCL, there are basically three types of users we have:
- Players: Those who explore the platform and participate in various events or games.
- Creators: Those who create wearables or scenes for players.
- Voters: Those who vote with their VPs to participate in DAO governance.
How Should We Incentivize?
First, we should allocate X% of the monthly budget for incentives.
Then, we should build a points system to track the behaviors we want to encourage.
Finally, we distribute incentives based on the points accumulated by each user each month.
Feasibility
The points system is not difficult to build. We already have on-chain records for players, creators, and voters to track. We just need to decide which behaviors we want to record and who qualifies for rewards. Some may worry that bots will abuse the system, but we can implement countermeasures.
For example, we could initially require that only those with DCL Names are eligible, thereby increasing the cost of abuse. To be clear, our goal is not to eliminate abuse 100%—every game has its abusers—but to strike the right balance.
Expectations
The incentive system should bring back players, creators, and voters who have moved to other ecosystems for rewards and attract new users to DCL.
Sustainability
If we see significant growth in players, creators, and voters, several positive outcomes are likely:
- Increased activity will lead to more revenue for the DAO.
- Restored confidence in DCL will likely boost MANA’s value, enriching the treasury in USD terms.
Next Steps
- Work with the DAO to decide who or which team will implement and oversee the points system.
- Work with the DAO to determine the percentage of incentives allocated from the monthly DAO budget.
- Work with the DAO to decide which behaviors will be recorded as points initially and which should be added later.
- Work with the DAO to establish anti-abuse measures.
Lastly, this proposal is a sincere effort to help boost DCL’s economy, and I hope everyone will consider it with an open mind.
- Move to next stage, and give me more details
- I like the general idea, but i have concerns before moving to next stage
- Not interested at all
- Invalid question/options