Bigtime has introduced many complex elements into its economic system, such as time crystals, hourglass charging, tokens, and decorative fragments. Over time, this dense, complex, and interconnected economic system requires regulation for rebalancing, under the premise of fair distribution. For example, the price threshold of Time Guardians and Hourglass NFTs controls the influx of new players, and reducing the rate of asset distribution positively affects 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 coins. Although they do not have a consistent economic interest with players (no token exposure), the combination of crystal (main consumable) sales, NFT sales, and market fees generates very good company-level profits. This provides a more stable long-term incentive, without the need to sell coins to sustain a living, and is not affected by the bull and bear markets (similar to traditional game developers). Since the start 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 yet, we can only roughly estimate: 1) Assuming 1 token is produced for every 50 crystals, the revenue from crystals is approximately 5 million; 2) Based on a total market trading volume of 45 million (from the start of the preseason until now), calculating a 5% transaction fee, excluding the 3.5% token withdrawal fee, this amounts to around 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 around 42 million. Taking into account the bull market premium, the estimated annual revenue is only 50%, which means an expected annual revenue of about 20 million for 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 currently, the decoration panel economy cannot operate. The value of the furnace and arsenal is very low, while the price of essential Time Guardians and Hourglass is high, resulting in a relatively distorted 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 game has seen some growth, and there are also many new players who are willing to make purchases for aesthetics. The next stage will be a trend of encouraging growth for 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 share the common goal of attracting more people to play the game and ensuring its long-term operation.