Call for a Decentraland Incentive system.
Proposal Details
Description
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.
Voting Rationale
Would prefer to have a better product before incentivising people to play..
I'll leave this idea I'm working on here since this conversation is still ongoing: https://www.notion.so/Contribution-Based-Incentives-CBI-b85a3ca6c9d446938dd4b91f390ac735
You cannot deny that some kind of jump-start, if correctly done, would be rather beneficial to DCL at this point in time. [quote="OnSr, post:67, topic:22837"] We need quality content [/quote] MANA Coupons are meant to be principally incentivizing quality content creation, with player-incentivization coming in as a secondary benefit. The central part of their specification would be that they could solely be "spent" at very special stations only deployed in DCL scenes.
DCL was popular a while ago and it was not incentivized. It does not need to be incentivized now either. We need quality content, proper management, regular events and a client that works on many devices(dropping web support will harm this). To be honest, you are already incentivizing with the mall. If incentivizing works, then you already attract enough new players at the moment, why bother with the idea of DAO investing in the same strategy? This idea reminds me of boring survey websites where you force yourself to click buttons just for grinding some cents. We should make sure players stay in DCL for real reasons.
I agree with you, we don't want to be _blindly_ paying content creators ! Only those who create scenes which will attract players. Who is best to decide which scenes will attract players ? The players themselves ! What is one thing which DCL has to offer for players to reward the best scenes ? A way to make it easy for players to spend MANA ! --- Content-creators can financially justify their efforts by providing premium services that can be purchased with MANA. But we can't airdrop MANA onto players, as most will just run away and sell it. The strategy behind using MANA _Coupons_, is to incentivize the development of the former, while mitigating the risk of the latter.
We just migrated to cheaper infra, in fact, the current server has been a donation from https://genesishosting.com cool name right ?
I like your approach to empower creators, we need to attract talent and have open doors without lobbies and token gates
My bad ! I've been bit out of the loop there, I didn't realize the Golfcraft servers had been paused.
1. I dont see the point in paying content creators that dont care about the game and dont plan on staying.. 2. Fortunately, Golfcraft has received funding since my comment and have continued operations.. But thanks for the condescension
Who is to decide what is going to happen to DCL ? The land owners ! How are they going to decide ? By organizing in a DAO ! How are they going to hierarchize ? An experimental VP Democracy ! VP is not for gamers. You want to incentivize gamers to come ? Make it extremely pleasant for content-creators ! Don't give gamers or content-creators VP, which they won't care much about. Give them... MANA... C'mon guys, MANA Coupons 💯
[quote="Ozymandias, post:59, topic:22837"] Players are *not* the ones we want to incentivize with VP. [/quote] Why not? isn't that what we lack and what we would like to increase?
1) Players are _not_ the ones we want to incentivize with VP. It is _content creators_ that you should be thinking about incentivizing with VP ! Or even better, simply with MANA. (Or with MANA Coupons, c'mon guys 😊) 2) ~~Do you not know about Google ?~~
There is not enough content on DCL. Spend that MANA to hire a studio that will develop content on DCL. Wait a li...
I would happily play golf for VP :laughing: but we don't have golf anymore.. I still think we need more stuff in-game before proceeding with incentivizing people to be there..
My apologies cheddar, first, I think it's wrong complaining about what people votes, sorry for that. About the captcha, what I proposed are playable game components that can be fun and playable with similar security to captchas, obviously it's not a captcha because we already have, are game components to secure people games. You were talking about "incentivize botting" that' is why I replied that.
Hey Pablo, I do not see how the proposal you are indicating relates to the topic of creating an incentive system. My reasoning for voting "no" regarding gamified captcha services is that Captcha works as it is now, and I don't see a need or benefit in gamifying it.
Yes that is sensible man, please check the latest prosal that mentioned the issue that you proposed
This doesn't sound like a problem. It is expected that flawed solutions will be presented, and it is normal that those should be voted down. When this happens (_if_ this is what happens, of course), the response should be to go out and seek a better solution.
you expose a problem: > incentivize botting and players would leave as soon as rewards are done. Incentives should be clearly thought out, engineered, and reviewed often. A solution was offered to push to make it possible in a better way but voted NO.
Creators are a bit of an exception, as they are often both part of the Player and the Voter crowds. _But this does not mean you can glob it all as one big mass in your mind..._
However... [quote="MetaDogeisme, post:2, topic:22837"] ### 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. [/quote] This paragraph is woefully incomplete ! It starts with a question, lists _all_ of the types of users DCL will _ever_ have (making the statement "current situation of DCL" a tautology), and then ends it just like that, implicitly assuming there are other types of users and thus forging a validity for whatever argument this is meant to advance. The fact of the matter is that you purely and simply _cannot_ put Voters and Players in the same basket. Voters are people who have a _stake in DCL_, and as of such will be interested in weighing in on Governance matters of the DAO, to make sure the value of MANA and LAND goes up. A significant number are non-gamers who won't even _care_ about "virtual points". Players are people who don't give a cat's-ass-trophy about any kind of political matter, and who are only in DCL to _have fun_. You just simply _cannot_ try to incentivize the two in the same way !
I am arriving at the table for all of this a bit late, but hopefully I can still get my 42 cents in. As [per my post](https://forum.decentraland.org/t/dao-913f42d-bid-0034-dappcraft/21544/28) on the DAPPCRAFT HQ bid thread, I feel this Proposal is making the very dangerous mistake of mixing together trying to incentivize _Players_ and trying to incentivize _Voters_. [quote="pablo, post:15, topic:22837"] 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. [/quote] First, I want to give props to the fact that the MetaGamiMall has indeed been holding the record of the most populated scene for some time. The layout of the scene itself is quite nice, and the whole premise of having wearables on display and portals to other scenes is rather visionary. It should be indeed a good idea to try to put in place a system for incentivizing Players. I do believe [MANA Coupons](https://forum.decentraland.org/t/mana-coupons-for-user-incentivation) could be tied into this somehow, as it would also be a way of rewarding / incentivizing Creators.
Hey Pablo.. My apologies, I am happy to address your comment but I am not sure what you mean. I am also not sure how the proposal you posted is related to this thread.
> I don’t believe paying players just to be present or play is a good idea… I agree with @HPrivakos that it would incentivize botting and players would leave as soon as rewards are done. Incentives should be clearly thought out, engineered and reviewed often. ejem, why you say the opposite you vote :sweat_smile: ... https://decentraland.org/governance/proposal/?id=154839f8-fc21-41e7-956c-489d6f50e31a
years not for free if you consider that foundation rely on the vesting mana as much as the DAO receive. And DAO will keep spending money on platform and others … Let us bring something like @CheddarQueso said, a fair incentive system like Nifty island , and see how it looks
Years we have for free! :slight_smile: Incentives we must earn! :sweat_smile: I'm down for earning NFTs to create a runescape like experience for users. We need more builders really..
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