In the world of blockchain games, many people initially just want to 'play a game that can earn a bit.'
But the real turning point is not in the profits, but in the organizational methods behind the game: how tasks are issued, how assets are rented, how contributions are calculated, and whether players can inherit identities across games?
If these mechanisms are not mature, even the highest profits will collapse like a sandcastle.
Because of this, more and more players are starting to focus not on 'which game can earn,' but on who is providing the public structure behind these games.
YGG's role has shifted from 'gold farming guild' to 'institution provider,' and this precisely determines whether blockchain games can become a truly long-term world.
In Web3 games, guilds are quietly completing an identity migration:
It is no longer a 'community organization' for player teams, chatting, and division of labor, but is starting to become an institutional component formally written into the game’s underlying system.
What YGG promotes is not 'a stronger player group', but a set of public social frameworks: identity, reputation, assets, incentives, and governance, which are made into callable protocol modules. This means new games no longer need to build a guild system from scratch, but can simply load a set of standardized components to complete complex mechanisms such as task publishing, reputation points, asset custody, and contribution settlement.
Guilds shift from 'operational experience' to 'structural output', equivalent to transitioning from 'human management' to 'institutional API'.
In the past, systems relied on community administrators to maintain; in the future, systems will be modularized and written into the blockchain game contract layer.
Why do we need these 'public components'?
Because blockchain games are not a product, but a continuously running social experiment.
In a situation where economic cycles, asset circulation, and identity migration may occur across ecosystems, guilds must be pulled out from each game and become a social operating system that spans multiple worlds.
What YGG wants to build is not a kingdom but cross-kingdom infrastructure.
What it provides is not 'influence', but 'reproducible order templates':
Identity passport module: Player reputation can continuously accumulate across multiple games.
Asset module: Custody, leasing, and profit settlement become universal protocols.
Governance module: Proposals, voting, points, and permissions are standardized.
As more and more games integrate this underlying system, player contributions and reputations are no longer trapped like saved files in a single map, but become social capital that circulates across worlds.
This means that guilds are for the first time breaking away from a single game, upgrading to a cross-universe institutional carrier.
It is not about ruling the world, but about being the invisible baseline that connects the worlds.

