This discussion doesn’t separate Arena and Overworld enough. They are two different games and require different solutions for player acquisition and retention.
Overworld
Everything in Overworld is about collecting, the game is really just a way to add skill, gambling and fun based elements to collecting valuable digital items. This isn’t the game you play just for fun (in its current state at least), waste time or increase you status, you play it to collect and increase the value of your collection in a fun way.
Here our target audience isn’t the free to play gamer or even a gamer in general, it is the serious collector, who at this moment is still trading on eBay with physical items. We should find ways to get them interested in our Illuvial NFTs and not focus on how we can attract F2P gamers, who don’t want to spend money in the first place.
We could e.g. allow for buying Illuviuals the same way you can buy Beyond D1SKs today, find Illuvials on automatic missions in IL:Z etc.
But in all those cases money has to be spent for each run, disk opening, mission.
Auto-Battler
The Auto-Battler is another beast, because like chess you can play it for the intellectual fun alone.
Here we can attract the mainstream gamer, if we find ways for him/her to play with deck renting/leasing, scholar ships, survival mode, T0 training mode etc.
We would need to find solutions for a mainstream gamer to play it like any other auto battler on the market, without having to build his/her own expensive deck in the Overworld first.
Matching Collector/Investor and F2P
These two different player types need to be matched up.
The collector has decks, that the F2P player would like to play with in the Arena, while the collector might not have the time or skill to play his decks.
We should find ways to bring these two player types together in the most efficient market based way possible.
Then we have a nice loop, in which a skilled F2P player adds value to a collector’s deck by winning for him in the Arena.
Since this deck belongs to a collector, the skilled F2P player only gets some fuel, credits etc. in return for their skilled play.
But this F2P player can then invest it into building his own deck and at some point needs to find other skilled F2P players to play his own decks.
Positive Sum Meta(-verse) Game
A flywheel effect starts and extends the player base, while the NFT ownership aspect keeps them invested in the Illuvium universe.
And wait until we tell the eBay style collectors that our NFT items actually have utility and gain value when someone plays with them and levels them up.
Who would still want to own fragile paper cards locked up out of sight in a safe to protect them, when you can have digital items that actually gain value the more they are used in our games.
The same goes for the F2P players, who actually have a chance to make real money just by being good in our games.
Both player types, collector/investor and skilled F2P, continue to do what they are best at, but by working together in an open market with ownership - as describe above - they almost magically enhance their own efforts by a huge magnitude.
This is basically capitalism:
Capitalism is often thought of as an economic system in which private actors own and control property in accord with their interests, and demand and supply freely set prices in markets in a way that can serve the best interests of society. The essential feature of capitalism is the motive to make a profit.
Or Adam Smith:
Adam Smith was among the first philosophers of his time to declare that wealth is created through productive labor, and that self-interest motivates people to put their resources to the best use. He argued that profits flowed from capital investments, and that capital gets directed to where the most profit can be made.
Positive sum games at their best and Illuvium can stay true to its web 3 ethos.