Splinterlands Doesn't Need Many New Players To Be Sustainable

In this video, I cover the concept of the '1000 True Fans' introduced by Kevin Kelly and how that can apply to the Splinterlands business model.

The basic premise is that the project can be supported by having a core group of supporters willing to spend money a set amount of money every year. For example, knowing that the team has a run rate of roughly $250k/month means the team needs $3M per year. With 1000 players, that would mean each player would need to spend $3000 on average over the course of the year.

Obviously that is quite high per person, but it shows that we don't need to scale up exponentially to start seeing something sustainable. Even hitting 10k committed players would reduce us to $300 per person which is reasonable when considering how much people spend on web2 games or other hobbies where they don't earn or retain any value.

Understanding this to be the case, it shows we don't need tens of thousands of players flooding into the game to make it sustainable. And with a crypto bull run seemingly around the corner, that could be the catalyst needed to bring in more players who understand the long term fundamentals behind Splinterlands and want to join the ride.


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