I haven’t been keeping up with all the ideas or plans around Gauntlet and how to make ownership meaningful while not negatively impacting gameplay, so if the following is redundant, apologies in advance.
My Thesis:
Gauntlet is better suited for a Web 2.5 approach, where ownership provides rewards but does not impact gameplay.
Reasoning:
Gauntlet, as a game (8-Player Free For All, gigantic shared pool of Units), doesn’t inherently benefit from ownership mechanics. Forcing such mechanics into the gameplay could worsen the experience. Therefore, ownership should not influence the games directly but could work in terms of rewards for participation or achievements.
Leaderboard rewards that are overly top-heavy often get abused through win-trading or similar practices. Flattening them out, on the other hand, introduces issues like multi-accounting. However, since most current Web3 gamers primarily play for rewards, some level of compromise might be unavoidable.
Proposed Solution:
Introduce a system where players “stake” or “sleeve” (or whatever term you prefer) Illuvials to become eligible for rewards. This approach ensures gameplay remains unaffected while providing meaningful utility for ownership.
Tier, Stage, Stats and Finish of Illuvials should affect the reward.
(This concept could also extend to other games to create interconnected systems to e.g. make the Beyond profile pictures more than pfps/beyond leaderboard relevant, allowing for owning few/less rare/non bonded Illuvitars to matter for “rewards” as well)
Examples of how this could look to illustrate and ideas on how to minimize problems:
Variables to address multi-accounting:
• Rewards are only given after Illuvials have been staked for a set number of days.
• This discourages exploitative behaviors like quick account cycling and forces to at least own assets for every account.
Reward Structure:
The foundation of the system should be a base reward tied to a player’s percentile rank, which minimizes issues like win-trading. If the focus shifts to being in the top X% rather than achieving Rank 1, it reduces incentives for abusive behavior.
The base reward could then be multiplied by the Tier, Stage and Stats of Illuvials staked, as follows (Placeholder numbers and just an example):
• Each player has slots for staking, e.g.:
o 10 slots for Dark Holo Illuvials
o 10 slots for Holo Illuvials
o 20 slots for Normal Illuvials
• Filling all Normal slots unlocks the base reward.
• Staking rarer Illuvials (e.g., Holo or Dark Holo) increases the multiplier, possibly gradually, to avoid making it an all-or-nothing system.
Tier, Stage, and Stats could also modify the reward multiplier. A non-linear progression system would make Illuvials with high stats valuable without making them the only viable choice, avoiding the current "Leviathan setup"
scenario.
• Further for example, instead of basing the entire multiplier on Stats and Tier and Stage, the base number could correlate to Tier/Stage, while stats and Holo, Dark Holo act as a multiplier.
e.g. Stats of Holo/Dark Holo slots could simply add to the multiplier and count at a higher rate than the ones from normal Illuvials. This potentially looks less complicated and allow the multiplier to not be an insanely high % number while the base is tiny.
Benefits:
This system ties leaderboard rewards to ownership while allowing players to gradually engage with it. Gameplay remains unaffected, and matchmaking queues aren’t split into different modes. Ranked could be the only mode, as splitting the queue for different game modes (e.g., testing setups) would strain the player base. For testing, players could use secondary accounts without staking for earnings, which wouldn’t violate the Terms of Service.
