I don’t think play-to-earn failed because of the market, I think it failed because the model itself was flawed.
From what I’ve seen, rewarding everyone equally was never sustainable. It looked fair on the surface, but it pushed farming, bots, and short-term behavior that eventually broke the system.
That’s why I find @Pixels interesting.
Instead of rewarding simple activity, I see the focus shifting toward impact. Not every action is treated the same, and to me, that changes how value is created inside the game.
But the real shift feels deeper.
If I don’t enjoy the game, no reward system will keep me there for long. That’s why gameplay comes first, and rewards are built around the experience.
Then there’s the growth loop. Better games bring better players, and that improves everything over time.
For me, the idea makes sense. Execution will decide everything.

