Economy Overview
Last updated
Last updated
At Big Time, one of our main design pillars is fair play, which is why we built our economy to be a âCosmetic Based Economyâ For comparison, in a typical free-to-play cosmetic economy, something such as League of Legends, Fortnite, or Valorant, the game studio would sell skins directly to the players.
At Big Time, instead, we empower our players by giving them the ability to craft cosmetics and letting them control the creation and selling of cosmetics in the game. By enabling them to do that, we are inviting them to be deeply rooted in our business model.
The way it works is that we create the 3D models, and then list the recipes for players to craft.
Our Cosmetics look awesome and they convey status and uniqueness. Our game is a multiplayer Action-RPG which makes it an excellent canvas to show off your unique Possessions.
All our Cosmetics are Digital Collectibles with a limited and immutable supply, meaning any given line of cosmetics will have a fixed number of copies, and that number will never change.
To summarize it all, Big Time's Economy Value Chain in Action looks like this:
Now to bring it all together, our value chain would look something like this:
In a nutshell, that's how our game economy would work.
Our will also be player-owned, meaning that players will always have the ability to trade or sell them whether on or outside our platforms.
Lastly, Owning would give players access to exclusive areas in the game, which could take the form of an exclusive lounge or a portal that has different non-power-related loot tables.
Players can participate in the crafting economy by acquiring and a such as an , , or .
is Big Timeâs version of digital land, and are the factories that enable the crafting of and .
is a fair launch token with no allocation to the team or investors. The primary way to get will be through in-game drops.
are limited supply artifacts that, once equipped, would allow the player to start generating while playing the game.
is a cryptocurrency that acts as the glue of our economy. Since are limited in supply, only a fixed number of players can equip them at any given moment, regardless of the number of active players.
On the other hand, can be spent by any player, meaning the potential sinks for in the economy are limited only by the number of players in our game.
The dynamic that emerges from these two systems is that if the player base grows, the supply of is capped and wonât ever change, but the sinks of will keep growing as the player base grows.
would craft .
are required by our suppliers who would equip them and start generating .
are required by our and owners, who need them to craft .
then would be listed on our marketplace for all our non- owners to buy.