[DAO:c3b8d61] Call for a Decentraland Incentive system

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:

  1. Players: Those who explore the platform and participate in various events or games.
  2. Creators: Those who create wearables or scenes for players.
  3. 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:

  1. Increased activity will lead to more revenue for the DAO.
  2. Restored confidence in DCL will likely boost MANA’s value, enriching the treasury in USD terms.

Next Steps

  1. Work with the DAO to decide who or which team will implement and oversee the points system.
  2. Work with the DAO to determine the percentage of incentives allocated from the monthly DAO budget.
  3. Work with the DAO to decide which behaviors will be recorded as points initially and which should be added later.
  4. 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

Vote on this proposal on the Decentraland DAO

View this proposal on Snapshot

2 Likes

@yemel @esteban please check as well, this might worth some of your attention

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As a gamer myself, I wholeheartedly support the implementation of incentive systems in Decentraland (DCL). When I initially joined DCL, it was partly because of the potential financial gains—I hoped to earn some money to cover real-life expenses. Therefore, I am genuinely grateful to DCL, and I’m willing to promote or even gift wearables to encourage more players to join.

However, recent negative experiences have affected many players’ perceptions. Project withdrawals, delayed rewards, and even outright scams have led some players to shift their focus to other metaverse platforms. The resulting oversupply of wearables, combined with a sluggish market, has had adverse effects on DCL’s economy. For instance, someone recently sold a piece of land for as little as $113, which undermines the overall economic system.

In my opinion, player data is essential for both DCL and its community. It’s a valuable resource that can drive positive growth. Therefore, implementing an incentive system is crucial given the current situation. I wholeheartedly support this approach.

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Thanks for the reply, I think financial-seeking is not an evil idea, it is very important to make users incentivised, hence it is important to have a fair system to make people incentived without draining the treasury.

I’ve been thinking this for a long time where is the incentive?

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The game encouraging people to bot and to AFK in-world proposing to give incentives for being in-world ahah =/

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What is “Incentive”?

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Should have made it more clear, but it is shown here, the incentives would be a percentage of MANA coming from DAO treasury. @OfficialCryptoCub hope this explain to you as well.

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When could you be more open-minded rather than sitting above judging everything? Can you focus on the proposal, rather than attacking and sarcasm?

For the record, like we explained many times, in Meta GamiMall system, we do encourage AFK, because those people who AFK there have a higher chance to come back and play when we have an event or activities, also, even if there are 50% of real people, that’s much better than an empty scene. Last, those who play mannually will get more rewards than the AFK players, so its a fair system.

Please sometimes step out of your technolgoy-focus mindset and think more about how the real world or game is operated. When you have a poor experience and low traffic like DCL, you need to make people to play with ease, instead of asking them to do this and that. If DCL got more traffic, then it is the time to limiting AFKs and encourge more manual players.

If you have to give people money to use your product, then you have a failed product.
Decentraland should be a fun to use and build platform, not something people open and annoyingly stay on, while AFK just because it’s going to pay them a couple kebab at the end of the month.

We are a gaming/social platform, not a charity crypto faucet.

2 Likes

Yes, thank you! 12345678

So tell me how many years do we need to wait for a successful product? Have you ever played Roblox and fortnight? You think we have any chance of competing with them relying on pure experience?

This is what I mean a typical sounds right but not gonna help statement. Everyone know a good product can attract users, you been saying that since 2020. But after these years, you think we are any closer? I can only see the gap is larger and larger.

So we do nothing? No, we can do something, a ok product plus an incentive system can make dcl competitive and capture more users. And users bring more capital and more speculation on MANA, and last foundation got more money to recruit more people or the DAO have more money to let folks like protocol squad to work on alternative clients.

No because we kept wasting money on rewards for players instead of actually building a better product :slight_smile:

Users who are going to leave as soon as the incentives stop or gets too low.

Maybe it’s time to work on the product rather than being like every shitcoins ever by throwing money through the windows and hoping people will magically arrive and stay forever even after the faucet turns off.

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I don’t like AFK systems, but in defense of @MetaDogeisme, I see players returning daily to that game, even if they are AFK still sums to the ecosystem.

Anyway, I think the comment is off-topic and we should focus on discussing the current proposal.

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Explain this if you can, a total of 222M MANA is vesting to Foundation, mostly working on the product as @yemel visioned, 222M is vesting to DAO, and now only platform and core unit can receive funds.

Versus 0 MANA being used as pure incentives for the real users. Man, what else do you want, the whole platform is working on the product now, and you still wanna more resources?
Plus, is there any good sign of people coming back, no, they just keep leaving.

Maybe it’s time to have a sustainable incentive system so that players will come and not leave.

I like your technology romance, but it’s time for problem solving using any way that is possible. The previous way of distributing grant was wild, but that does not mean there should be no incentives for player and creators and voters to interact. Hence we need a fair and sustainble incentive system.

it’s a system that accept AFK, not an AFK system, there are players keep engaging either in world, and keep asking questions in discord. And thank you for the rationalilty above all, and we have moved back to the topic. :heart: And do not get me wrong, I really do want the product advancement, what I am proposing is a balance act.

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My short term version:
I think DCL should have an incentive system in place now to prevent the platform from becoming empty, but that should be avoidable in the long term as paying users to use the platform is not sustainable.
External Image

My medium/long term version:
Make Decentraland attractive by completely rebranding it + aggressive marketing campaign.

Decentraland is fine, the only thing it lacks is USERS and that is what we should focus on.

People who access a virtual world want to find more people, either to socialize or to sell them something, if there are no people the project will fail.

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No, thanks.

Farming failed, guys. And this is what you propose.

Yes, we are addressing that problem of lacking users with the incentive system. And think of it as a marketing method, the foundation spent a lot of money for events, new players come and they go, and that is ok for most people. Whereas here we propose to provide incentives, and make people to come and more willing to stay within the platform to get points and rewards, now we have many doubts and objections, Yet, essentially its the same, all for getting users.

For the record, this can be sustainable. And if one day dcl got enough users to form a better economic circulation, then this incentive system can retire or can be reduce to a very minial manner.

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Nfity island, Big times… Too many examples prove that farming are not failed, it gave them the opportunity to grow under the current poor market and sentiment for games and metaverse. If they dont do farming, you will never be heard of them, and they will be dead no doubt. But I know farming is not the only we should persue, the fun, the creations are also important, again, strking a balance is important for a mature project.