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Pleasing 2 Masters


The struggle of pleasing 2 masters!


Web3 games have been juggling this for years — and GUNZ is just the latest addition to the circus.


You launch a token early to hype the drop and please investors...


But if players can’t actually use the token in-game yet, what else are people going to do but sell it?


Here’s the paradox:


- A lower token price makes the game more accessible to players.


- A higher token price keeps investors happy.


You can’t win both.


We’ve seen some games try to split the difference with a two-token model — one for gameplay, one for governance or rewards. But let’s be honest: sometimes that just means double the headaches, double the whitepapers, and still no clear value.


So now many teams are drifting back to traditional revenue models: battle passes, cosmetics, subscriptions.


But these only impact token price if there’s a revenue share — and that dips a toe into murky legal waters.


So here's the big question:

Can a Web3 game ever satisfy both its players and its investors? Or are we doomed to keep falling short trying to please two masters?


I’m still looking.

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